Cleric
Base Class: Cleric

Chaos is an power that not many consider when discussing the strongest of skill sets given by the gods. However, those who praise the god of chaos, have unlocked true power. The most powerful of them being able to call upon aid from the light and darkness. From the Infernal planes to the Divine realm, a friend of chaos can be found anywhere. Disciples of chaos know this, and wait around for the day that chaos flips the world upside down.

Domain Spells

By accepting the Chaos Domain into your life, you gain the following spells as automatically prepared after devoting yourself to the god of chaos.

At 1st level, protection from evil and good and detect evil and good. At 3rd level, zone of truth and calm emotions. At 5th level, sending and remove curse. At 7th level, guardian of faith and divination. At 9th level, dispel evil and good and planar binding.

Bonus Proficiencies

At 1st level, you gain proficiency with Heavy Armor and Martial Weapons.

Disciple of Chaos

At 1st level, chaotic energy begins to manifest within your very being. If you are in the radius of a creature that is detecting fiends or celestials, you appear to them as both. Also at 1st level, whenever you cast a spell that would damage an aberration, celestial, elemental, fey, fiend, or undead, that spell does max damage.

Channel Divinity: Chaotic Guide

Starting at 2nd level, you can use your Channel Divinity to call forth the Undead to help you. You may only use this Channel Divinity once per long rest.

As an action, you present your holy symbol, a circle of chaotic magic appears within 30 feet of you. From that circle, you may summon 1 Undead with a CR equal to half your Cleric level.

At 6th level, you can summon a Fey or Elemental instead.

At 8th level, you can summon an Aberration instead.

At 17th level, you can summon a Celestial or Fiend instead. Also at 17th level, you can summon 2 Undead, Fey, Elemental, Aberration, Celestial, or Fiend with a CR equal to half your cleric level.

Chaotic Retribution

At 6th level, you can cause your chaotic energy to flow from your body, plaguing those who dare oppose you. As a reaction, you can cause any number of creatures within 30 feet of you to have disadvantage on their next attack roll (Weapon or Spell). You may use this feature a number of times equal to your proficiency bonus before completing a long rest.

At 17th level, you give any number of creatures within 30 feet of you disadvantage on all attack rolls (Weapon or Spell) until the end of your next turn. You may use this feature a number of times equal to double your proficiency bonus before completing a long rest.

Chaos Space

At 8th level, you gain the ability to create a spatial field around you in which you can cause immense chaos. You gain the following abilities.

Chaos Space. As a bonus action, this creature can create a 120 feet spatial sphere. This creature can take bonus actions to affect things inside of the spatial field. All of these effects immediately wear off when a creature exits the spatial field.

  • Spatial Chaos. As a bonus action, you can swap the places of any two creatures within the spatial field. If you try to teleport a non-willing creature, that creature must make a DC 8 + WIS mod + proficiency bonus CON Saving Throw or be forcefully swapped.
  • Disassembly Required. As a bonus action, you can force a DC 8 + WIS mod + proficiency bonus CON Saving Throw. If they fail, detach a limb from a creature within the spatial field. A creature can only have one of their limbs off at one time. If a creature has its arm removed, it cannot use heavy or two-handed weapons and it also has a -2 to hit. If a creature has its leg removed, its movement speed is cut in half. A creature can reattach its limb to its body by putting its limb back in the right place and using a DC 14 Medicine check to reattach the limb.
  • Confused Space. As a bonus action, you can levitate any objects and creatures inside of the spatial field. If you would levitate an unwilling creature, that creature must make a DC 8 + WIS mod + proficiency bonus CON Saving Throw or be levitated. If a creature or object is levitated by this feature inside of the spatial dome, as a bonus action, you can move that creature or object 60 feet in any direction. While a creature is levitating, its movement speed is zero unless it has a fly speed.

Also, you may make this reaction while the field is up.

  • Chaotic Teleportation. Chaos Space must be active to activate this reaction. As a reaction, you can swap places with any creature in the spatial field.

Chaos Control

At 17th level, you gain the ability to unleash all of the chaotic energy inside of your body in one moment. When you use this feature, you expend all spell slots that have not been used yet, all uses of limited features are used up, and all items on your person disappear as they mold into your new form. Your body becomes enveloped in dark chaotic energy as your two eyes glow a radiant white, all items on your person meld into this new form, and you lose all resemblance to who you once were. You have now become a true embodiment of chaos.

Once per long rest, as an action, you can activate Chaos Control. While in Chaos Control, your max HP is 500, your AC is 22, all of your ability scores become 22 if they were below 22, you cannot hold weapons/objects, cast spells, or use magical items. While in Chaos Control, your reaction recharges every turn, you have expertise and advantage on all Saving Throws, and you have resistance to all damage (any damages you were already resistant to become immunities in this form and any damages you were already immune to will now heal you by the amount dealt to you). While in Chaos Control, you may not make any CHA checks except for Intimidation rolls (which you have expertise and advantage on), you may not make any INT checks, and you may not make any WIS rolls except for Perception rolls (which you have expertise and advantage on). While in Chaos Control, you gain a list of actions, bonus actions, reactions, and abilities you can use while in this form (check Chaos Control monster stat block). 

After 1 minute in this form, you must roll a DC 30 WIS Saving Throw or fall out of this form. If you succeed the Saving Throw, you last in this form another minute, then you must make the same Saving Throw. When you fall out of this form, you are unconscious and cannot be woken up until you finish a long rest.

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