Paladin
Base Class: Paladin

The Oath of Chaos calls Paladins who wish to break the chain. Paladins who take this oath care about what’s right, and don’t mind breaking a few rules in the process. Many of these paladins swear into this oath during the time of a dictator, usually when a resistance is in order. Others join the Chaos because it’s a good way to get along in the world. 

 

Tenets of Chaos

A Paladin who takes this oath is bound by the tenets of chaos, as ironic as that may be

 

Stand not for the oppressive. Don’t idly stand by whilst others are brought down and walked on. 

Protect those who cannot protect themselves. Help those who cannot help themselves, and aid those in need.

Be the bigger individual. Don’t be petty, and hold up your end of deals. Be the bigger person, be this metaphorically or literally.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Mind Twist: You can use your Channel Divinity to exude a terrifying or awe-inspiring presence. As an action, you force each creature of your choice within 30 feet of you to make a Charisma saving throw. If a creature fails the saving throw, it is either frightened or charmed by you for 1 minute (you decide when you use this ability). A frightened target can repeat the saving throw on the end of each of its turns, ending the effect on itself on a success, and this effect automatically ends on a charmed creature if it takes damage.

Chaotic Strike: You can use your Channel Divinity to gain a bonus to your next attack roll equal to 1d8 + your spellcasting modifier. You make this choice after you see the roll, but before the DM tells you if the attack hits or misses. 

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Chaos

Starting at 7th level, you permeate the air around you with chaotic energy. You gain an aura of chaotic energy that extends 10 feet from you in all directions, and extends through total cover. While a friendly creature other than you is within this aura, it gains a +1 bonus to AC and saving throws, and its attacks deal an extra 1d4 force damage. This increases to +2 and 2d4 at 15th level. 

At 18th level, the range of this aura increases to 30 feet.

Magical Disruption

Whenever a spell is cast that affects a creature within your Aura of Chaos, you can make a Charisma check as a reaction (DC 12 + the spell’s level). If you succeed, the spell instead has one of the following effects (1d4):

1: The creature’s AC increases by 2 for the duration, or for one minute

2: The creature’s movement speed increases by 10 feet for the duration, or for one minute

3: The creature immediately regains hit points equal to your Paladin level plus the level of the spell

4: The creature gains a bonus to their next attack roll or ability check equal to the spell’s level

 

If the spell is cast from within your Aura of Chaos, you have advantage on the check

Avatar of Chaos

Beginning at 20th level, you can use an action to gain the following benefits for one minute:

  • All damage you deal ignores all resistances and immunities.
  • You become immune to all conditions (Such as Prone, Restrained, Paralyzed). Your movement speed cannot be reduced. You can move through the space of other creatures and solid terrain, but you cannot end your movement inside another creature or a solid object.
  • Once per turn when you fail a saving throw or miss with an attack roll, you can choose instead to succeed.

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