Cleric
Base Class: Cleric

The Mayhem domain focuses on the chaotic orderless energy that is the cause of destruction and confusion across all the planes. The gods of mayhem promote madness and disorder through sowing violence, raining destruction, or generally causing mischief among mortals. Almost all chaotic deities can claim influence over this domain, particularly deities of chance (such as Beshaba, Tymora, and Bes), gods of torture (such as Loviatar, Ares, and Apep), gods of storms or other chaotic energies (such as Talos, Daghdha, Set, or Thor), and gods of deceit (such as Mask, Hermes, and Loki). 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with a weapon of your choice.

Disciple of Chaos

Also starting at 1st level, your spells become more unstable. Whenever you use a spell of 1st level or higher that deals damage, you may roll a d20 and gain the effect from the table below:

 

1d20 Result
1 All AOE effects now only affect 1 target. If the spell does not have AOE effects, it deals -2 damage
2 – 3 Spell deals Poison damage instead of its normal damage
4 – 5 Spell deals Fire damage instead of its normal damage
6 – 7 Spell deals Cold damage instead of its normal damage
8 – 9 Spell deals Lightning damage instead of its normal damage
10 – 11 Spell deals Necrotic damage instead of its normal damage
12 – 13 Spell deals Thunder damage instead of its normal damage
14 – 15 Spell deals Psychic damage instead of its normal damage
16 – 17 Spell deals Radiant damage instead of its normal damage
18 – 19 Spell deals Force damage instead of its normal damage
20 All single-target effects now affect all creatures in a 10 ft. radius. If the spell has no single-target effects, it deals +3 damage.

Channel Divinity: Instill Violence

Starting at 2nd level, you can use your Channel Divinity to create disorder.

As an action, you present your holy symbol and evoke maddening magic that can cause random outbursts of violence among a number of creatures equal to your class level. Choose at least one pair of creatures within 30 feet of you, and cause them to each attack the other. You can’t use this feature on an undead or a constrct. After the creatures have attacked each other, they each roll an Arcana Check against your spell save DC. They are only aware that you caused them to fight if they succeed their Arcana Check.

 

Entropy

Beginning at 6th level, chaos begins to strengthen you. When you deal a damage type to a creature that did not take that damage type in the previous 2 attacks you made against it, gain temporary health equal to your Wisdom modifier minus your Constitution modifier (minimum of 1)

If you have not made more than 2 attacks against the creature, Entropy does not take effect

Warp Spell

At 8th level, you gain the ability to corrupt your spells with chaotic energy. 3 times per short rest, you may augment an AOE spell, rollling a d6 and a d20. If the d6 rolls an even number, add the d20 to the spell's AOE range. If the d6 rolls an odd number, subtract the d20 from the spell's AOE range.

If the spell's AOE range would go below 5 ft, instead of subtracting the d20 from the range, take half of the d20's roll Necrotic damage, rounding down.

Unpredictable Blade

Starting at 17th level, when you attack with a melee spell or weapon, instead of hitting one creature, you can choose to attack all creatures within a 10 ft radius of that creature.

You must successfully roll to hit all creatures in that radius in order to deal damage to them, but you may choose to only roll once for damage.

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