This is my first try at making a cleric subclass, but I think it turned out pretty well. And feedback would be greatly appreciated. Thank you!
Clerics of the chaos domain worship gods of entropy and lawlessness. They believe that everyone deserves freedom, and that none should be controlled or oppressed by others, but should instead life how they want, unchained and unrestrained. They often harness destructive power to bring about their goals.
When you choose this domain at 1st level, you gain proficiency with martial weapons. You also gain proficiency in the Deception or Performance skill (your choice).
Divine Turmoil
At 1st level, you can invoke the power of chaos to unleash a blast of destructive force. When you cast a cleric spell of 1st level or higher, you can force each creature within 5 feet of you to make a Dexterity saving throw against your cleric spell save DC or take 1d6 force damage.
You can use this feature a number of times equal to your proficiency bonus (minimum of once), and you regain all expended uses when you finish a long rest.
The damage increases to 2d6 when you reach 6th level in this class, 3d6 at 11th level, and 4d6 at 15th level.
Channel Divinity: Pandemonium's Call
You can use your Channel Divinity to summon the power of chaos and paralyze your foes with indecision.
As an action, you present your holy symbol, and any creatures of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be incapacitated until the end of your next turn or until the incapacitated creature takes any damage.
Path to Anarchy
At 6th level, you are resistant to the magical commands of others. You have advantage on saving throws against being charmed, and other creatures have disadvantage on ability checks made to discern your intentions.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Lord of Chaos
At 17th level, when you take damage from a creature you can see within 60 feet of you, you can use your reaction to unleash the wrath of chaos on that creature. The creature must make a Dexterity saving throw, taking 2d6 acid, cold, fire, force, lightning, and thunder damage on a failed save, or half as much on a successful one.
Once you use this feature, you can't use it again until you finish a long rest.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I like the style of some of the features, but have some concerns about others. Here are some quick initial thoughts:
Spells: Sticking within Basic Rules I'd maybe say Grease at Level 1 instead of Faerie Fire. Or Maybe Disguise Self. Level 2: fine, although Suggestion would work too Level 3: fine, although Hypnotic Pattern could be fun in place of Fear Level 4: fine Level 5: Mislead would be a solid shout in here. Seeming too.
Proficiencies: fine Divine Turmoil: Should be fine.
Pandemonium's Call: Probably fine. It's a short enough duration and ends if they take damage.
Chaos Unchained: Immunity to both Paralyzed and Restrained is huge. It's basically just a slightly debuffed version of Freedom of Movement but it's always on. It's the type of thing you might have at 17, but not at 6.
Path to Anarchy: should really be a divine strike (you could randomise the damage type in some way) or Potent Casting
I like the style of some of the features, but have some concerns about others. Here are some quick initial thoughts:
Spells: Sticking within Basic Rules I'd maybe say Grease at Level 1 instead of Faerie Fire. Or Maybe Disguise Self. Level 2: fine, although Suggestion would work too Level 3: fine, although Hypnotic Pattern could be fun in place of Fear Level 4: fine Level 5: Mislead would be a solid shout in here. Seeming too.
Proficiencies: fine Divine Turmoil: Should be fine.
Pandemonium's Call: Probably fine. It's a short enough duration and ends if they take damage.
Chaos Unchained: Immunity to both Paralyzed and Restrained is huge. It's basically just a slightly debuffed version of Freedom of Movement but it's always on. It's the type of thing you might have at 17, but not at 6.
Path to Anarchy: should really be a divine strike (you could randomise the damage type in some way) or Potent Casting
Lord of Chaos: Probably ok.
Thanks for the feedback!
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I've updated the subclass. The changed version is in the spoiler in the 1st post.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
It's looking good. I'd maybe upgrade the 6 now though to be similar to the Aberrant Mind feature and make it advantage against both charmed or frightened since they get the ability at the same level.
I feel like for a subclass about freedom they don't have many freeing things I feel an ability that allows them to change spell damage type or free incapacitated creatures or gain proficiency in thieves tools since their general lawlesness fits it maybe a favored enemy type ability for those in power fitting their anarchical nature just some ideas I had
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in martial weapons,the Deception Skill, or the Performance skill (your choice).
Gathering Chaos
At 1st level, you gain the ability to manipulate chaotic energy to enhance your future attacks. When you deal damage to an enemy, you gain a stack of Gathering Chaos. If the next damage type you deal is different than the previous, you gain an additional stack of Gathering Chaos. If at any point after your next turn begins you deal damage with a type used previously in the chain, you lose all stacks of Gathering Chaos. While you have stacks of gathering chaos, every attack you make deals an additional 1d4 damage. When you have three stacks or more, each healing spell you cast heals 1d4 more. When you successfully deal damage, you can choose to expend all your stacks of gathering chaos and deal a number of d4s equal to the number of Gathering Chaos stacks you have. The damage and healing die becomes a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
Channel Divinity: Pandemonium’s Call
You can use your Channel Divinity to summon the power of chaos and paralyze your foes with indecision.
As an action, you present your holy symbol, and any creatures of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be incapacitated until the end of your next turn or until the incapacitated creature takes any damage.
Focused Chaos
At 6th level, you develop a preference for a particular strand of chaotic energy. Choose one damage type. This damage type now grants two stacks of Gathering Chaos, and no longer causes you to lose your stacks of Gathering Chaos when it is used multiple times in a chain. After its first use in a chain, it no longer grants any stacks of Gathering Chaos when damaging an enemy.
In addition, you may choose one spell from any spell list, including this one, that uses the chosen damage type. The spell doesn’t have to be damaged base so long as it fits the chosen damage type, at the dm’s discretion. For example, if a Cleric chose cold damage as their focus, their dm may allow them to take the Sleet Storm spell. The spell chosen must be of a level you can cast, as shown on the Cleric table, or a cantrip. The spells chosen are Cleric spells for you, and you always have them prepared.
Blessed Strikes
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. This feature does not count towards or against your Gathering Chaos ability.
Lord of Chaos
At 17th level, when you take damage from a creature you can see within 60 feet of you, you can use your reaction to unleash the wrath of chaos on that creature. The creature must make a Dexterity saving throw, taking 2d6 of two of acid, cold, fire, force, lightning, or thunder damage on a failed save, or half as much on a successful one.
This is my first try at making a cleric subclass, but I think it turned out pretty well. And feedback would be greatly appreciated. Thank you!
Clerics of the chaos domain worship gods of entropy and lawlessness. They believe that everyone deserves freedom, and that none should be controlled or oppressed by others, but should instead life how they want, unchained and unrestrained. They often harness destructive power to bring about their goals.
Chaos Domain Spells
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons. You also gain proficiency in the Deception or Performance skill (your choice).
Divine Turmoil
At 1st level, you can invoke the power of chaos to unleash a blast of destructive force. When you cast a cleric spell of 1st level or higher, you can force each creature within 5 feet of you to make a Dexterity saving throw against your cleric spell save DC or take 1d6 force damage.
You can use this feature a number of times equal to your proficiency bonus (minimum of once), and you regain all expended uses when you finish a long rest.
The damage increases to 2d6 when you reach 6th level in this class, 3d6 at 11th level, and 4d6 at 15th level.
Channel Divinity: Pandemonium's Call
You can use your Channel Divinity to summon the power of chaos and paralyze your foes with indecision.
As an action, you present your holy symbol, and any creatures of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be incapacitated until the end of your next turn or until the incapacitated creature takes any damage.
Path to Anarchy
At 6th level, you are resistant to the magical commands of others. You have advantage on saving throws against being charmed, and other creatures have disadvantage on ability checks made to discern your intentions.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Lord of Chaos
At 17th level, when you take damage from a creature you can see within 60 feet of you, you can use your reaction to unleash the wrath of chaos on that creature. The creature must make a Dexterity saving throw, taking 2d6 acid, cold, fire, force, lightning, and thunder damage on a failed save, or half as much on a successful one.
Once you use this feature, you can't use it again until you finish a long rest.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Hi,
I like the style of some of the features, but have some concerns about others. Here are some quick initial thoughts:
Spells:
Sticking within Basic Rules I'd maybe say Grease at Level 1 instead of Faerie Fire. Or Maybe Disguise Self.
Level 2: fine, although Suggestion would work too
Level 3: fine, although Hypnotic Pattern could be fun in place of Fear
Level 4: fine
Level 5: Mislead would be a solid shout in here. Seeming too.
Proficiencies: fine
Divine Turmoil: Should be fine.
Pandemonium's Call: Probably fine. It's a short enough duration and ends if they take damage.
Chaos Unchained: Immunity to both Paralyzed and Restrained is huge. It's basically just a slightly debuffed version of Freedom of Movement but it's always on. It's the type of thing you might have at 17, but not at 6.
Path to Anarchy: should really be a divine strike (you could randomise the damage type in some way) or Potent Casting
Lord of Chaos: Probably ok.
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
Thanks for the feedback!
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
I've updated the subclass. The changed version is in the spoiler in the 1st post.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
It's looking good. I'd maybe upgrade the 6 now though to be similar to the Aberrant Mind feature and make it advantage against both charmed or frightened since they get the ability at the same level.
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
I feel like for a subclass about freedom they don't have many freeing things I feel an ability that allows them to change spell damage type or free incapacitated creatures or gain proficiency in thieves tools since their general lawlesness fits it maybe a favored enemy type ability for those in power fitting their anarchical nature just some ideas I had
I decided to make my own version:
Expanded Spell List
1st Level: Absorb Elements, Chaos Bolt
2nd Level: Crown of Madness, Vortex Warp
3rd Level: Blink, Melf's Minute Meteors
4th Level: Confusion, Control Water
5th Level: Conjure Elemental, Telekinesis
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in martial weapons,the Deception Skill, or the Performance skill (your choice).
Gathering Chaos
At 1st level, you gain the ability to manipulate chaotic energy to enhance your future attacks. When you deal damage to an enemy, you gain a stack of Gathering Chaos. If the next damage type you deal is different than the previous, you gain an additional stack of Gathering Chaos. If at any point after your next turn begins you deal damage with a type used previously in the chain, you lose all stacks of Gathering Chaos. While you have stacks of gathering chaos, every attack you make deals an additional 1d4 damage. When you have three stacks or more, each healing spell you cast heals 1d4 more. When you successfully deal damage, you can choose to expend all your stacks of gathering chaos and deal a number of d4s equal to the number of Gathering Chaos stacks you have. The damage and healing die becomes a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
Channel Divinity: Pandemonium’s Call
You can use your Channel Divinity to summon the power of chaos and paralyze your foes with indecision.
As an action, you present your holy symbol, and any creatures of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be incapacitated until the end of your next turn or until the incapacitated creature takes any damage.
Focused Chaos
At 6th level, you develop a preference for a particular strand of chaotic energy. Choose one damage type. This damage type now grants two stacks of Gathering Chaos, and no longer causes you to lose your stacks of Gathering Chaos when it is used multiple times in a chain. After its first use in a chain, it no longer grants any stacks of Gathering Chaos when damaging an enemy.
In addition, you may choose one spell from any spell list, including this one, that uses the chosen damage type. The spell doesn’t have to be damaged base so long as it fits the chosen damage type, at the dm’s discretion. For example, if a Cleric chose cold damage as their focus, their dm may allow them to take the Sleet Storm spell. The spell chosen must be of a level you can cast, as shown on the Cleric table, or a cantrip. The spells chosen are Cleric spells for you, and you always have them prepared.
Blessed Strikes
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. This feature does not count towards or against your Gathering Chaos ability.
Lord of Chaos
At 17th level, when you take damage from a creature you can see within 60 feet of you, you can use your reaction to unleash the wrath of chaos on that creature. The creature must make a Dexterity saving throw, taking 2d6 of two of acid, cold, fire, force, lightning, or thunder damage on a failed save, or half as much on a successful one.
Is it okay if I post this? I'm asking because I really liked two of your subclass' abilities, so I brought them over to this one.