Base Class: Paladin
A Paladin sworn to the forces of chaos, they are not evil, but simply spread chaos and mischief where they go, be it beneficial or detrimental.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Chaos Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Chaos Bolt, Bane |
| 5th | Shadow Blade, Invisibility |
| 9th | Haste, Enemies Abound |
| 13th | Sickening Radiance, Greater Invisibility |
| 17th | Animate Objects, Circle of Power |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Chaotic Surge. As a bonus action use your channel divinity to channel the forces of chaos and produce a random effect from the limited wild magic surge table below spells cast from the table do not consume spell slots.
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[roll]1d12[/roll] |
Effect |
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1 |
You are affected by Banishment. the DC is equal to your spell save DC and ends once you pass the spell save DC or a minute passes. |
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2 |
Roll a [roll]1d20[/roll]. on a 10 or under, all creatures within 15ft are affected by Bane. On an 11 and up they are instead affected by the Bless spell. |
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3 |
A group of four spectral rabbits each appear in the corners of a 25ft square area centered on you. The nearest creature to each rabbit must succeed on a Wisdom check against your spell DC or move towards the rabbit on their next turn. (This can affect you). |
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4 |
You cast Healing Word at half your highest spell level rounded up on up to 3 targets within 30ft of you. |
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5 |
You can only move diagonally until the end of your next turn. |
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6 |
You cast Thunderwave at the highest spell level you can cast. |
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7 |
You become Drunk, DM decides what this entails. |
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8 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
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9 |
You gain temporary hit points equal to your level plus your charisma modifier. |
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10 |
The area within a 30ft radius around you becomes dim lighting, and you can faintly hear whispers and giggling within this radius. |
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11 |
Your weapon deals an additional 1d10 damage, the number on the die determines the type of damage you do. (At level 15 the damage increases to 2d10 and you can pick one of the number you rolled to be the damage type).
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12 |
You are under the effect of Blink for 1 minute. |
Controlling Chaos. As a reaction you automatically succeed a roll you cause yourself to make, (blink, saving throw caused by your own spell/effect, etc.)
Chaotic Empowerment
Starting at 7th level, you can empower your next divine smite or spell with chaotic energy. Or you can empower your connection to the chaos to regain a channel divinity use. However once the effect occurs your DM can have you roll on the Chaotic Surge table below.
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[roll]1d100[/roll] |
Effect |
|---|---|
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01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
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03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
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05–06 |
You regain your Channel Divinity uses. |
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07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
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09–10 |
You cast magic missile as a 5th-level spell. |
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11–12 |
Roll a d10 |
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13–14 |
You cast confusion centered on yourself. |
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15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
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17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
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19–20 |
You cast Grease centered on yourself. |
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21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
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23–24 |
Blood flows from your eyes like tears for 3 days. A remove curse spell can end this effect. |
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25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
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27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
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29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
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31–32 |
You are transported to a random location until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
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33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
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35–36 |
Roll a [roll]1d10[/roll]. Your age changes by a number of years equal to the roll. DM decides if you get younger or older. |
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37–38 |
[roll]1d20[/roll] Spectral Rabbits controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
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39–40 |
You regain 2d10 |
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41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
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43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
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45–46 |
You grow Wings that change every day. Remove Curse ends this effect. |
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47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
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49–50 |
Everything within 60ft of you speak in various animal noises for the next minute. |
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51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 |
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53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 |
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55–56 |
Your hair falls out but grows back within 24 hours. |
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57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
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59–60 |
You regain your lowest-level expended spell slot. |
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61–62 |
For the next minute, you must shout when you speak. |
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63–64 |
You cast fog cloud centered on yourself. |
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65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 |
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67–68 |
You are frightened by the nearest creature until the end of your next turn. |
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69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
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71–72 |
You gain resistance to all damage for the next minute. |
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73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 |
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75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
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77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
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79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
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81–82 |
You can take one additional action immediately. |
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83–84 |
Each creature within 30 feet of you takes 1d10 |
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85–86 |
You cast mirror image. |
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87–88 |
You cast fly on a random creature within 60 feet of you. |
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89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
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91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
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93–94 |
Your size increases by one size category for the next minute. |
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95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
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97–98 |
You are surrounded by faint, ethereal music for the next minute. |
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99–00 |
You regain all expended Chaotic Empowerment uses. |
Commanding Chaos
Starting at 15th level, you've learned to assert more control over the chaotic energy you use. Whenever you roll on a Chaotic surge table you can roll a second dice, but you have to take the the second roll.
Shrouded by Chaos
At 20th level, Chaotic energy surrounds you, but with your control over the energy your allies are benefitted while your enemies are harmed. Roll a 1d10 each turn to determine what energy your aura is empowered with.
| [ROLL]1D10[/ROLL] | DAMAGE TYPE |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 6 |
Lightning Radiant |
| 7 | Poison |
| 8 | Psychic |
| 9 10 |
Thunder Necrotic |
- Each turn allies in your aura are resistant to a different element, while enemies are vulnerable to that element.
- Allies that start their turn in your aura gain 10ft of movement, while your aura is difficult terrain for enemies.
- Allies that start their turn in your aura deal an additional 1d10 damage [of the resistance/vulnerability type] on their next attack.
- Your Chaotic Empowerment charges are recovered on a short rest.
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