Cleric
Base Class: Cleric

As a follower of Vaaos, you're not only a defender of trickery and mischief, but also the inherent fun and chaos. While some Gods may prioritize the power of chaos, Vaaos is interested in the more subtle and understated side of it all. (Plus, the fun of it.) As a cleric of Vaaos' domain, you take the oath to not only approach life with vigor, but with an insatiable taste for fun and laughs. The more unpredictable, the better! 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Healthy Luck

Be it luck, or sheer will to survive, sometimes chaos manifests as helpful fun rather than hurt. All creatures healed by this cleric gain a 1+ bonus to their next saving throw.

Channel Divinity: Wild Blessing

Starting at 2nd level, you can use your Channel Divinity to invoke a small miracle of chaotic divinity, bestowed by your deity to spark change and disrupt order.

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

d10     Channel Divinity Effect
1 You teleport up to 60 feet to an unoccupied space that you can see. Each creature of your choice within 15 feet of either your starting position or your new position must make a Constitution saving throw, taking thunder damage equal to 2d6 + your cleric level on a failed save, or half as much damage on a successful one. Nonmagical objects of your choice in the area that aren't being worn or carried also take full damage.
2 Each creature of your choice within 30 feet of you is surrounded by a barrier that grants it a +2 bonus to AC until the end of your next turn and advantage on the next saving throw it makes during that time.
3 A wave of flames bursts outward in a 15-foot radius sphere centered on a point that you can see within 60 feet of you. Each creature in the area must make a Dexterity saving throw, taking fire damage equal to 2d10 + your cleric level on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
4 Negative energy swirls as dark mist around you, lightly obscuring the area within 30 feet of you until the end of your next turn. Each creature of your choice within the area must succeed on a Constitution saving throw or be poisoned until the end of your next turn. If you target at least one creature with this effect, you and each creature of your choice in the area also gain temporary hit points equal to your cleric level.
5 A wave of positive energy fills the area within 30 feet of you with bright light until the end of your next turn. Up to four creatures of your choice within the area each regain a number of hit points equal to your cleric level. If a creature has more than 0 hit points when it receives this healing, it also gains temporary hit points equal to half your cleric level.
6 A bolt of lightning surges toward one creature or object that you can see within 60 feet of you. You may also choose up to two other creatures or objects within 15 feet of the first target. Each target must make a Dexterity saving throw. On a failed saving throw, a target takes lightning damage equal to 2d6 + your cleric level, and until the end of its next turn, it can't take reactions and it has disadvantage on attack rolls. On a successful saving throw, a target takes half as much damage and suffers no other effects.
7 Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or else it must use its reaction to make a melee weapon attack against one creature of your choice within its reach, dealing extra damage equal to your cleric level on a hit.
8 Up to three creatures that you can see within 30 feet of you must make a Charisma saving throw. On a failed saving throw, a creature is transformed into a Small object chosen by the DM (such as a chair or a potted plant) until the end of its next turn. While transformed, it is stunned and it can't speak. If it takes damage, the transformation ends immediately.
9 One willing creature that you can see within 60 feet of you regains hit points equal to 1d6 + two times your cleric level. Also, you can teleport the target up to 30 feet to an unoccupied space that you can see within 60 feet of you, and until the end of its next turn, it has advantage on saving throws and enemies have disadvantage on attacks against it.
10 One creature that you can see within 60 feet of you must make a Constitution saving throw. On a failed saving throw, it takes cold damage equal to 3d6 + two times your cleric level and its speed is reduced to 0 feet until the end of its next turn. On a successful saving throw, it takes half as much damage and its speed isn't reduced.

 

Chaotic Fate

At 6th level, your link to chaos allows to you alter fate in minor ways. After a creature that you can see within 60 feet of you rolls a d20 for an attack roll or ability check or rolls a die for a table in a class feature or spell, you can use your reaction to alter fate, forcing the creature to reroll the die and use the new result.

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

Divine Smite

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8.

The type of this extra damage is based on the result of the d8. Starting at 14th level, you choose which d8 to use to determine the damage type. If both d8s roll the same result, you instead choose a type from the table.

d8 Damage Type d8 Damage Type
1 Acid 5 Necrotic
2 Cold 6 Poison
3 Fire 7 Radiant
4 Lightning 8 Thunder

Find Friend

By reaching into another realm, you call upon the help of a friendly steed. You summon an unusually intelligent, strong, and loyal creature, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form at random, at the discretion of the GM. The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand your language.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Comments

Posts Quoted:
Reply
Clear All Quotes