Paladin
Base Class: Paladin

The Oath of Chaos calls to those who have a distain for order and authority. Paladins who have taken an oath of chaos seek to dismantle any establishment which tries to rule itself over others.

Often acting independently, Chaos paladins resist those who attempt to tame them. Wielding a chaotic and unpredictable power, Oath of Chaos Paladins are difficult to face and even more difficult to contain.

Tenets of Chaos

Freedom. Oath of Chaos paladins value freedom over any other value. Every creature deserves the free will to choose their own destiny.

Chaos Over Order. Chaos paladins view order as the opposition to freedom, believing that order only exists to enslave the masses.

Oppose Authority. The authority of others prevents individual liberty.

Tradition-less. Traditions only being upheld because it is tradition limits individual freedom.

Oath Spells

3rd-level Oath of the Chaos feature

You gain oath spells at the paladin levels listed in the Oath of Chaos Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Chaos Spells

Paladin Level

Spells

3rd

Bane, Hideous Laughter

5th

Blindness/Deafness, Enlarge/Reduce

9th

Blink, Fear

13th

Confusion, Freedom of Movement

17th

Mislead, Reincarnate

Embodiment of Chaos

3rd-level Oath of the Chaos feature

Your divine power reflects your chaotic nature. Once per turn, the DM can have you roll a d20 immediately after you use your Divine Smite feature or cast a spell of 1st level or higher. If you roll a 1, roll on the Chaos Magic table to create a magical effect. If that effect is a spell, it counts as a spell for your class, doesn’t require concentration, doesn’t require a spell slot, ignores the casting time and lasts for its full duration.

If you have two effects which clash with each other, the newest effect overrides the oldest.

Chaos Magic

D100

Effect

01

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

02

The next time you roll on the Chaos Magic table, roll twice instead of once, taking both results.

03

For the next minute, you can see any invisible creature if you have line of sight to it.

04

For the next minute, you become frightened whenever you are in darkness. Your movement is unaffected by the frightened condition.

05

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

06

For the next hour, anything you touch becomes sticky

07

You cast fireball as a 3rd-level spell centered on yourself.

08

You and all of your equipment are instantly cleaned.

09

You cast Blinding Smite as a 3rd-level spell.

10

You cast Dispel Magic as a 3rd-level spell, targeting yourself.

11

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

12

For the next 1d4 days, food and drink is bland and tasteless.

13

You cast confusion centered on yourself.

14

For the next minute, you gain Sunlight Sensitivity.

15

For the next minute, you regain 5 hit points at the start of each of your turns.

16

You cast Alter Self.

17

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face

18

You cast Find Familiar with your DM deciding the familiar’s form.

19

You cast grease centered on yourself.

20

1d20 copper pieces appear in an unoccupied space within 5ft of you.

21

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

22

For the next minute, you become frightened whenever you are swimming in water. Your movement is unaffected by the frightened condition.

23

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

24

You and a random creature within 30ft switch places.

25

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

26

For the next hour, you smell of cooked meat.

27

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

28

You cast Bane. The spell targets yourself and two random creatures within range.

29

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

30

For the next hour, you gain a climbing speed equal to your walking speed.

31

You are transported to the Astral Plane 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.

32

For the next 1d12 hours, small rain clouds form over your head.

33

Maximize the damage of the next damaging spell you cast within the next minute.

34

Your pockets and pack become infested with harmless insects which disappear after 1d4 hours.

35

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

36

You are blinded until the end of your next turn.

37

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

38

For the next minute, you are charmed by the nearest creature to you.

39

You regain 2d10 hit points.

40

For 1d4 days, you see the colour blue as red and the colour red as blue.

41

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.

42

For 1d4 hours, you can speak, read, and understand all languages.

43

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

44

For the next minute, you gain resistance to fire damage but vulnerability to cold damage.

45

You cast levitate on yourself.

46

You gain a level of exhaustion. The next short rest you complete removes 1 level of exhaustion.

47

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

48

For the next 1d4 hours, your nose doubles in size and you gain advantage on Wisdom (Perception) checks that rely on smell.

49

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

50

For the next hour, anything you touch becomes covered in a thick layer of dust.

51

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

52

You cast Detect Magic.

53

You are immune to being intoxicated by alcohol for the next 5d6 days.

54

A random creature within 60ft of you regains 2d10 hit points.

55

Your hair falls out but grows back within 24 hours.

56

For the next minute, all attack rolls you make and all attack rolls made against you are made with advantage.

57

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

58

For the next hour, you gain a 60ft swimming speed.

59

You regain your lowest-level expended spell slot.

60

For the next hour, you skin becomes hydrophobic.

61

For the next minute, you must shout when you speak.

62

The next time you deal damage to a creature, you receive half the total damage (rounded down) in psychic damage.

63

You cast fog cloud centered on yourself.

64

You cast Flame Strike as a 5th level spell, centered on yourself.

65

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

66

For the next hour, you cast identify on anything you touch.

67

You are frightened by the nearest creature until the end of your next turn.

68

You cast Armor of Agathys as a 3rd level spell.

69

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.

70

For the next 1d12 hours, you have a craving for grass.

71

You gain resistance to all damage for the next minute.

72

The next corpse you touch has Speak with Dead cast on it.

73

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

74

You are deafened for the next minute.

75

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.

76

For the next hour, you become covered in a slippery slime. Creatures have disadvantage on Strength (athletics) checks made to grapple you.

77

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

78

You cast Detect Thoughts.

79

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

80

A random fiend with a CR of 1 appears in an unoccupied space within 30 feet of you. The fiend is controlled by the DM and is hostile to everyone. The fiend disappears after 1-minute.

81

You can take one additional action immediately.

82

Your size decreases by one size category for the next minute.

83

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

84

For the next 24 hours, water tastes like alcohol and alcohol tastes like water.

85

Until the end of your next turn, you speed is halved as frost begins to build up on your body.

86

You cast Darkness centered on yourself.

87

You cast fly on a random creature within 60 feet of you.

88

Your hair continuously changes it colour for the next hour.

89

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.

90

You cast Speak with Animals. However, for the duration of the spell you are incapable of speaking in a language humanoids can understand. Spells which require a verbal component can still be cast.

91

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

92

For the next minute, you no longer regain hit points from consuming healing potions.

93

Your size increases by one size category for the next minute.

94

For the next hour, your ears double in size. You have advantage on Wisdom (Perception) checks which rely on hearing.

95

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

96

You cast Lesser Restoration on yourself.

97

You are surrounded by faint, ethereal music for the next minute.

98

For the next minute, your swimming speed is reduced to 0. If you start your turn in water, you sink 15ft, assuming the water is deep enough.

99

You regain one expended spell slot of your choosing.

00

Nothing happens or With your DM’s approval, roll a d20. If you roll a 1, you draw a random card from a Deck of Many things.

Channel Divinity

3rd-level Oath of the Chaos feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Disorder. You can use your Channel Divinity to create an aura of disorder. As a bonus action, you create an aura which extends 15ft from you and moves as you do. Any hostile creature that starts their turn within the aura’s range must make a Charisma saving throw. On a failed save, the target cannot roll with advantage until the start of their next turn. The aura last 1-minute.

Anarchy. You can use your Channel Divinity to shield yourself with chaotic energy. As a bonus action, roll a d10 to determine which damage type you gain resistance to. This effect lasts 10 minutes.

D10

Damage Type

1

Acid

2

Cold

3

Fire

4

Force

5

Lightning

6

Necrotic

7

Poison

8

Radiant

9

Thunder

10

Roll again twice, ignoring this result on subsequent rolls. Take both results

Pandemonium

7th-level Oath of the Chaos feature

When you fail a saving throw against a spell or other magical effect, you can use your reaction to turn that failure into a success. When you use this feature, roll on the Chaos Magic table.

You can use this feature a number of time equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Mayhem

15th-level Oath of the Chaos feature

When you roll on the Chaos Magic table you can choose to roll twice instead of once. When you do, you must take both results.

Wildling

20th-level Oath of the Chaos feature

You have become an avatar of chaos and disorder. As a bonus action, you gain the following benefits for 1 minute:

  • Whenever you roll on the Chaos Magic table, you can ignore the result(s).
  • Attack rolls made against you cannot be made with advantage.
  • You can use Channel Divinity: Disorder without expending a use of Channel Divinity.
  • When a creature within 30ft of you casts a spell of 1st level or higher, you can use your reaction to force them to roll on the Chaos Magic Table.

Once you use this bonus action, you can’t use it again until you finish a long rest.

Previous Versions

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