Paladin
Base Class: Paladin

Some Paladins have rebuked the order and strict adherence to the rules of their fellow warriors, and pledge themselves to the great forces of chaos. They tap into raw magic, and use it freely. Those who have taken this Oath do so to upset the balance of the world.

TENETS OF WILD MAGIC

Though the exact words and strictures of the Oath of Wild Magic vary, paladins of this oath share these tenets.

Change. Don’t accept the world as is. Seek to upset order.

Freedom. No one should be subjugated to the will of another. 

Creativity. See things for as they could be, not just as they appear.

Magic. Seek to understand the arcane. Embrace magic.

Luck. Chaos can be manipulated. Control your own destiny. 

Channel Divinity

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

Wild Magic Surge. As a Bonus Action, you can use your Channel Divinity to unleash the forces of chaos. When you choose this option roll on the Wild Magic Table to determine the effect.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma Modifier.

 

d8 Effect
1 You emit a bright and colourful light. Each creature of your choice who can see you must succeed a Constitution Saving throw or be Blinded for 1 minute. A creature can repeat this saving throw at the end of their turn.
2 You become hard to pin down. For the next minute, whenever you take damage, you may use your reaction to teleport 30ft to an unoccupied space of your choice.
3 The earth rumbles at your feat. Each creature of your choice that you can see within 30ft of you must succeed on a Strength Saving throw or take 1d6 Bludgeoning Damage and be Knocked Prone.
4 You pulse with healing energy. All allies within 30ft of you gain 1d10 temporary hit points.
5 Toxic plants grow around you. For the next minute you may use your bonus action to deal an enemy within 15ft of you 1d6 of poison damage.
6 Static fills the air around you. When an enemy starts its turn within 15ft of you it must succeed a Constitution Saving Throw or have its speed halved for the next minute.
7

Gravity ceases to affect you. For the next minute you gain a flying speed equal to your walking speed and cannot be knocked prone.

8

You gain resistance to a type of damage of your choice for the next minute.

 

 

Reflect Magic. When you are hit with a spell attack that targets only you, you can use your reaction to redirect the attack. You gain resistance to the damage taken from the attack, and may make a Ranged Spell Attack against the caster of the triggering spell. On a hit, they take half of the triggering damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Wild Magic Spells
Paladin Level Spells

3rd

faerie fire, disguise self

5th

mirror image, enlarge/reduce

9th

blink, hypnotic pattern

13th

freedom of movement, polymorph

17th

mislead, reincarnate

Aura of Chaos

Beginning at 7th level, you project an aura that may alter the fabric of reality. The Aura extends 10 feet from you in every direction. While within this aura, you and any friendly creature may add 1d4 to any attack roll or saving throw. A creature can only benefit from this aura once per round. 

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

Chaotic Mind

Starting at 15th level, you gain immunity to being charmed or frightened. 

Paragon of Potential

At 20th level, you gain mastery of the forces of chaos.

Using your action, you can harness these forces and use them to your advantage. You gain the following benefits for 1 minute:

  • Once on each of your turns you may grant yourself advantage on one attack, saving throw or ability check.
  • When you make an attack or cast a spell that deals damage and roll the maximum number on any of the dice, you can choose one of those dice, roll it again and add that to the total damage. You can only use this feature once per turn.

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

Previous Versions

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3/21/2022 6:55:25 PM
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