Cleric
Base Class: Cleric

Clerics of the Wild Magic Domain don't worship gods, but instead believe in and channel the chaotic essence of magic that flows around Illoria itself. 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. While some may see their magic as chaotic and uncontrollable, Clerics of the Domain of Wild Magic run against that belief, embracing the unpredictability of the weave of magic itself.

Connection to the Wild Weave

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain one cantrip of your choice from the sorcerer spell list. For you, this cantrip count as a cleric cantrip.

Domain Spells

You gain domain spells at the cleric levels listed in the Wild Magic Domain Spells table. See the Divine Domain class feature for how domain spells work.

Wild Magic Domain Spells

CLERIC LEVEL SPELLS
1st color spraydisguise self
3rd alter selfmirror image
5th blinkconfusion
7th hallucinatory terraindimension door
9th misleadanimate objects

Gift of Weave

As an action you can touch a willing creature other than yourself to give it advantage on Charisma (Persuasion) and (Deception) checks for 1 hour or until you use this feature again.

Channel Divinity: Wild Blessing

Starting at 2nd level, you can use your Channel Divinity to invoke a surge in the weave itself, to spark change or disrupt the order of the world.

As an action, you present your holy symbol and cause a random effect. You roll on the Wild Blessing Table to determine the effect each time you use this feature.

Wild Blessing Table

d12 Creature
1 You teleport up to 60 feet to an unoccupied space that you can see. Each creature within 15 feet of either your starting position or your new position (you choose) most make a Constitution saving throw, where the DC equals your cleric spell save DC, taking 2d6 + your Wisdom Modifier thunder damage on a failed save, or half as much on a successful one. Non-magical objects of your choice in the area that aren't being worn or carried can also take full damage.
2 Each creature of your choice within 15 feet of you is surrounded by a barrier of wild weave magic that grants it a +2 bonus to their AC, and advantage on their next saving throw until the end of your next turn.
3 A wave of flame bursts outwards in a 15-foot sphere centered on a point you can see within 60 feet of you. Each creature in the area must make a Dexterity saving throw, taking 2d10 + your Wisdom Modifier fire damage on a failed save, and half as much on a successful one. The fire ignites any fammable objects in the area that aren't being worn or carried.
4 You cast hypnotic pattern as a 3rd-level spell centered on yourself.
5 A wave of white light bursts forth and fills the area within 30 feet centered on you. Up to four creatures of your choice within the area each regain a number of hitpoints equal to your Wisdom modifier. If a creature has more than 0 hitpoints when it receives this healing, it also receives temporary hitpoints equal to your cleric level.
6 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
7 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
8 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
9 You cast plant growth centered on yourself.
10 You can take one additional action immediately.
11 Up to three creautres that you can see within 30 feet of you must make a Charisma saving throw. On a failed save, a creature is transformed into a small object chosen by the DM (such as a chair or a potted plant) until the end of it's next turn. While in this form, the creatures are incapacitated and have vulnerability to all damage. If they drop to 0 hit points, the object breaks, and their form reverts.
12 One willing creature that you can see within 60 feet of you regains hit points equal to 1d12 + your wisdom modifier. Also you can teleport the target up to 30 feet to an occupied space that you can see.

Surge of Chaos

At 6th level, Whenever you cast a healing spell on a willing ally, roll on the Surge of Chaos table to determine the additional effect that will happen along with the healing.

You can use this feature a number of times equal to your Proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.

Surge of Chaos

D12 Surge of Chaos
1 The creature affected by the healing spell also has the grease spell cast centered on them.
2 For the next minute, both the caster and the affected creature regain 5 hit points at the start of each of your turns.
3 The affected creature is transported to the Astral Plane until the end of your next turn, after which time they return to the space they previously occupied or the nearest unoccupied space if that space is occupied.
4 You regain your lowest-level expended spell slot.
5 Up to three creatures you choose within 30 feet of the creature you heal will take 4d10 lightning damage.
6 Your target's size increases by one size category for the next minute.
7 The target becomes invisible for the next minute. During that time, other creatures can’t hear them. The invisibility ends if you attack or cast a spell.
8 You cast Polymorph on yourself. If they fail the saving throw, they turn into a sheep for the spell's duration.
9 The target is compelled to drop whatever they are holding.
10 Until the end of your next turn, the target has resistance against non-magical bludgeoning damage, and vulnerability to non-magical piercing damage.
11 The target have a moment of insight, and gains a +2 bonus on their next saving throw.
12 You vanish in a silvery mist, and teleport to a randomly chosen unoccupied space 30 feet away.

Potent Spellcasting

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

Chaos Control

At 17th level, you gain the ability to alter the weave and control chaos directly. Whenever you use your Wild Blessing feature, you can roll 2d12 and choose the outcome from either of the die.

In addition, whenver you use your Channel Divinity feature, you can cause one spell of 3rd-level or lower that is affecting you or a willing creature you can see within 60 feet of you to stop affecting that creature and instead start affecting a different creature of your choice that you can see within 30 feet.

Once you transform a spell in this way, you can't do so again until you finish a long rest.

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