Cleric
Base Class: Cleric

The Chaos Domain represents not only concepts like chaos, anarchy, or unpredictability, but also such ideals as freedom and unchecked growth. Those clerics who wield the powers of this domain serve their gods with passion and reckless abandon, not interested in laws or strictures, they instead strive to exist in the hierarchy of their religion as the only real code of rules they choose to observe as valid. Chaos clerics are good instigators, and generally pretty good at getting into trouble. It's the follow-through of getting back out of trouble that may be the issue for the religious peoples.

In history, gods like Falak, Isfet, Tiamat, Surtr, Eris, and Vritra have been associated with such powers.

Domain Spells

1st-level Chaos Domain feature

You gain domain spells at the cleric levels listed in the Chaos Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Chaos Domain Spells

Cleric Level Spells
1st chaos bolt, Tasha's hideous laughter
3rd crown of madness, Nathair's mischief
5th bestow curse, fear
7th confusion, freedom of movement
9th mislead, synaptic static

 

Bonus Proficiencies
1st-level Chaos Domain feature

At 1st level when you choose this domain, you gain proficiency in Heavy Armor. You also gain proficiency in your choice of Deception or Intimidation.

 

Incite Chaos

1st-level Chaos Domain feature

At 1st level when you choose this domain, you learn the secrets of instigating chaotic and unpredictable behavior in other minds with but a touch of your hand. As an action you can make a melee spell attack to touch a creature, and if you hit, roll 1d6 and the target suffers the effect of the number rolled below:

1-  the creature flees in fear a distance equal to its speed until the end of its next turn
2-  the creature cannot take reactions or bonus actions until the end of its next turn
3-  the creature uses its next action to attack a random creature within 5 feet of it
4-  the creature suffers psychic damage equal to your Wisdom bonus
5-  the creature believes itself stuck, and its speed is 0 until the end of its next turn
6-  the creature flips a coin, if heads it is blinded, if tails, it is deafened until the end of its next turn

You can use this feature a number of times equal to twice your Proficiency Bonus before you must finish a long rest to use it again, but if you make the melee spell attack roll and miss, it does not count as a use of this feature.

Channel Divinity: Command Chaos

2nd-level Chaos Domain feature

At 2nd level, you can use your Channel Divinity to control chaotic outcomes to your favor. Screaming like mad, babbling incoherently, or making other bizarre sounds, you enter a state in which chaos becomes slightly more predictable for you in very certain ways. As an action using your Channel Divinity, you begin to make a Chaos Noise (usually from your mouth or an instrument), which you emanate loudly and can be heard as far as 300 feet away. For as long as you make a Chaos Noise, any variable, numeric effect on any one die per turn becomes the number you choose if that die is not used in an attack roll, skill check, or saving throw (damage dice and spell effect dice, most typically). Spells that you cast with verbal components that also inflict saving throws have +1 spell save DC while you make a Chaos Noise. You can make Chaos Noise for a number of minutes equal to your Wisdom Bonus (minimum 1) for each usage of this feature. Most other beings do not find this noise appealing in the slightest, and think it annoying at the least, however Aberrations tend to think the sounds to be as interesting as pleasant singing.

Rigors of the Unpredictable

6th-level Chaos Domain feature

At 6th level, you understand some more interesting truths about Chaos, and that often drives one quite insane just in the reckoning of it. You learn to enter a light trance in which you become highly adaptable, and gain an alertness to the world that leaves you ready for anything. As an action, your eyes widen madly and you enter a Rigorous Trance, and in this state, you cannot be surprised, you gain a +2 bonus to passive Insight and passive Perception scores, and you gain a number of temporary hit points equal to your Cleric level. You remain in this trance state for a number of hours equal to your Wisdom modifier. The first time you use this ability in a day, roll 1d4 - 1. You may use this feature that many more times before you must finish a long rest to use it again.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Absolution of Chaos

17th-level Chaos Domain feature

Starting at 17th level, you have learned that reality can be fleeting and you are able to entrap enemies in zones of chaotic reality, with rules and physics all their own. As an action, you may choose an area of a 30 foot cylinder within 50 feet of you. Inside this cylinder, all creatures are subject to a random effect based on a roll on 1d6, as follows:

1-  Each creature makes a Strength saving throw at your spell save DC or is moved 20 feet in a direction of your choice, and all such creatures are moved in the same direction.
2-  Each creature makes a Dexterity saving throw at your spell save DC or takes 5d6 necrotic damage, or half damage on a successful save.
3-  Each creature makes a Constitution saving throw at your spell save DC or becomes poisoned until the end of their next turn.
4-  Each creature makes an Intelligence saving throw at your spell save DC or is stunned until the end of their next turn.
5-  Each creature makes a Wisdom saving throw at your spell save DC or is blinded by a flash of light until the end of their next turn.
6-  Each creature makes a Charisma saving throw at your spell save DC or is affected by the Reduce effect of the Enlarge/Reduce spell until the end of their next turn.

The first time you use this ability in a day, roll 1d4 - 1. You may use this feature that many more times before you must finish a long rest to use it again.

Additionally, you now channel raw chaotic magic easily, and you can cast the Chaos Bolt spell at will without expending a spell slot.

Comments

Posts Quoted:
Reply
Clear All Quotes