Base Class: Paladin
An Oath of Choas paladin may have not chosen the path they are on - often the result of a mortal caught in the fight between good and evil beings.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blink. As an action, you allow your body to be controlled by the tides of the Ethereal Plane. For the next minute, roll a d20 at the end of each of your turns. On a roll of 11 or higher, you vanish from your current plane into the Ethereal Plane (this effect fails if you were already on that plane). At the start of your next turn, and when the effect ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this effect as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Chaos Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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|
17th |
Wild Magic Surge
Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Wild Magic Surge
|
D100 |
EFFECT |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
37–38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
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. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain all expended spell slots. |
Tides of Chaos
Starting at 3rd level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table. You then regain the use of this feature.
Aura of Luck
Starting at 7th level, you have the ability to twist fate using your wild magic. When another creature you can see within 10 ft makes an attack roll, an ability check, or a saving throw, you can use your reaction and roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
At 18th level, the range of this aura increases to 30 feet.
To be discovered!
Something will be here - when you reach level 15
Master of the Shifting Tides
At 20th level, you can harness the power of your inner chaos. Using your action, create one of the following effects:
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Deep Banishment. You attempt to send one creature that you can see within range to another plane of existence, as per the Banishment spell. This effect is cast at a 6th level, requires concentration but does not require any components. If the spell does not end before 1 minute has passed, the creature is banished to a random plane of existence as if it were its home plane.
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Temporal Rending. Time slips out of order and tears at the edges. Keeping to initiative order, you and a number of creatures, up to your Charisma modifier, you choose that you can see immediately take additional turns. Until each of the chosen creatures has taken a turn, no other creature can take any action, including reactions.
- Wild Magic Chain. Wild Magic pops around you, causing a chain reaction surge. Choose one creature within 60 ft. of you that you can see. They roll a d20. If they roll a number under your Charisma modifier, they roll on your Wild Magic Surge table. If they roll a number higher, they must pick a creature within 60 ft. of them to do the same. This effect continues until one creature has surged. Once you use this feature, you can’t use it again until you finish a long rest.
Once you use this feature, you can’t use it again until you finish a long rest.
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