Base Class: Cleric
The Chaos Domain represents Unconstraint, as well as devotion to one's whims, anarchy, entropy, or mayhem. Clerics of Chaos serve their gods, but do so in their own ways which their god typical dose not care about so long as it achieves the desired goal of the god, examples of which appear in the Chaos Deities table.
Clerics of the Chaos domain may revel in causing disarray or seek to destabilize organizations and establishments. Some seek to change the world for the better, and some just want to see it in ruins.
Chaos Deities
| EXAMPLE DEITY | PANTHEON |
|---|---|
| The Shadow | Eberron |
| Corellon Larethian | Forgotten Realms |
| Ionthas | Dragonlance |
| Lolth | Greyhawk |
| Talos | Forgotten Realms |
| Tharizdun | Greyhawk |
Domain Spells
1st-level Chaos Domain feature
You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Chaos Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Chaos bolt, protection from evil and good |
| 3rd | Shatter, Crown of madness |
| 5th | summon undead, magic circle |
| 7th | confusion, freedom of movement |
| 9th | Animate objects, planar binding |
Bonus Proficiencies
1st-level Chaos Domain feature
You gain proficiency with heavy armor. You also gain proficiency in the Intimidation skill.
Protection From Law
1st-level Chaos Domain feature
You gain +1 bonus to AC and saving throws. If an Elemental, Celestial, Construct, or Fiend (Devil) forces you to make a saving throw you have advantage on that saving throw.
Channel Divinity: Cloak of chaos
2nd-level Chaos Domain feature
You can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, becoming surrounded by random patterns of colors that ward you from harm for one minute in the following ways:
- You are considered to be under the effects of the protection from evil and good spell.
- you are immune to the charmed and frightened conditions.
- When you take damage from the melee weapon attack of a non-chaotic creature, you can use your reaction to have that creature make a Wisdom saving throw. If the target fails its saving throw, it acts as if under the effects of the ]confusion spell until the end of your next turn.
Conduit of Chaos
6th-level Chaos Domain feature
you have learned that disaster strikes when you least expect it.
If you cast a spell using a spell slot of 1st level or higher, you as a bonus action roll a d8 on the Mayhem table below, and apply the effect based on the number rolled.
Mayhem Table
| d8 | Effect |
|---|---|
| 1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
| 2 | A creature of any Chaotic alignment, chosen and controlled by the DM, appears in an unoccupied space within 15 feet of you, then disappears 1 minute later. |
| 3 | Maximize the damage of the next damaging spell you cast within the next minute. |
| 4 | An intangible spirit, which looks like a [creature]faerie dragon[/creature] or another tiny creature of any chaotic alignment (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. |
| 5 | You gain resistance to all damage for the next minute. |
| 6 | You cast one random 3rd level spell from any spell list, as if it was a cleric spell, if it has a a casting time of 1 action or longer, it has a casting time of 1 bonus action for the purposes of this effect. |
| 7 | For the next minute, you teleport 20 feet in a random direction at the end of each of your turns. |
| 8 | You cast confusion centered on yourself. |
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Chaos Strike
8th-level Chaos Domain feature
You gain the ability to infuse your weapon strikes with chaotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid, cold, fire, force, lightning, poison, psychic, or thunder damage (your choice) damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Howl of Chaos
17th-level Chaos Domain feature
you have become an uncontrollable agent of chaos. You have advantage on saving throws against on saving throws against spells and spell like effects of lawful creatures.
Additionally you can also cast one of the following spells requiring no material components:
You can only use this feature once per long rest.
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