Base Class: Paladin
If a man dedicates his life to good deeds and the welfare of others, he will die unthanked and unremembered. If he exercises his genius bringing misery and death to billions, his name will echo throughout the millennia for a hundred lifetimes. Infamy is always more preferable to ignominy.
That which we foolishly call truth is only a small island in a vast sea of the unknown. For man to truly flourish, he must be willing to abandon the ever-shrinking island of such petty "truth", and surrender himself to the reality of that which is beyond.
Tenets of Chaos
Change is Progress. Chaos is the essence of advancement - allow no infringements upon it. Cut that which binds others to stagnation.
Abjure the Strictures. Suffer not they that seek to restrict others. The salvation of the slaver is release from their mortal bonds.
Disavow the Ego. Seek nothing that can be named. Unbind others to seek the nameless.
Oath Spells
You gain Oath spells at the Paladin spells listed.
| Paladin Level | Spells |
| 3rd | Inflict Wounds, Charm Person |
| 5th | Alter Self, Enthrall |
| 9th | Blink, Hypnotic Pattern |
| 13th | Confusion, Polymorph |
| 17th | Seeming, Reincarnate |
Channel Divinity
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Deliverance. As an action, you touch a creature to infect it with unfettered chaos. It must succeed on a Wisdom saving throw or gain one random effect from the Short Term Madness table found within the Dungeon Master's Guide for the next minute. An affected creature can repeat its saving throw when it takes damage, ending the effect on itself on a success.
Chaos Storm. As an action, you call forth raw chaos. Toll a number of d100's equal to your proficiency bonus on the Wild Magic Surge table found within the Player's Handbook and resolve their results. A roll of 99-100 causes you to regain a use of your Channel Divinity.
Aura of Freedom
At 7th level, while you aren't Incapacitated, you emit a 10 ft. aura of chaotic liberation.
Creatures within your aura are always under the effects of the Freedom of Movement spell.
The size of this aura increases to 30 ft. at 18th level.
Legendary Resilience
At 15th level, attempts to stop you are doomed to failure.
While you aren't unconscious, you can end the effects of one spell or condition on yourself at the end of your turn. Once you use this feature, you cannot use it again until you finish a short or long rest.
Avatar of Chaos
At 20th level, you are blessed with a new and magnificent form.
As an action, you reach into the chaos within, and bring it forth with your body as its vessel. Each time you use this action, roll 4d4. You transform into an Aberration or Fiend of your choice with a CR no higher than the result you roll for the next minute.
If the creature you choose has the Legendary Resistance trait, Lair Actions, or Legendary Actions, you cannot use them. This transformation behaves similarly to the Druid's Wildshape feature.
Once you use this action, you cannot use it again until you finish a Long Rest.
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