Base Class: Paladin
The Oath of Wild Magic is sworn to embrace and uphold the fundamental forces of magic. Becoming in tune with the gentle hum of magic that permeates all realms, allowing the chaos of unpre - dictable forces to guide you, and, in turn, guiding them without demanding control; these are the ideals of Wild Magic Paladins. This philosophy manifests as ideals revolving around freedom, honesty, and impermanence. Many Wild Magic Paladins serve as councillors and ambassadors to powerful, magical beings like dragons and archmages, or as guardians of significant, magical places. Many Paladins who swear this oath do so to unite themselves with the fundamental, divine magic that permeates all things.
Darkness from Light
At 15th level, you can manipulate the magic of your Lay on Hands feature to inflict harm as well as healing. When you use your Lay on Hands feature, you can choose to inflict necrotic damage equal to the number of Hit Points you expend, rather than healing that amount. If you do this, the target must make a Charisma saving throw. On a success, any damage dealt by this feature is halved. This feature has no effect on undead or constructs.
Chaos Incarnate
At 20th level, you can enter a state of total connection to magic, letting you exert some degree of control over your Wild Magic surges. As a bonus action, you gain the following effects for one minute:
• When you use your Chaos Channeler ability, you can choose one effect from either table to apply. Then roll on the other table and apply that effect as well.
• You can use your Chaos Channeler ability once per round when you hit a creature with an attack. This use does not count against the amount of times you can use your Chaos Channeler ability or Channel Divinity per short rest.
Oath Spells
You gain Oath Spells at the Paladin Levels listed.
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Well of Magic: You draw upon the latent magic of the world to empower yourself. Over the course of a short rest, you regain expended spell slots. The spell slots can have a combined level of up to your proficiency bonus.
Chaos Channeler: When you use your Divine Smite ability, choose one: Light or Darkness. Roll on the corresponding Wild Magic Table and apply that effect. Once you use this Channel Divinity, you can activate this effect again when you Divine Smite a number of times equal to your proficiency bonus per short rest, but never more than once per turn.
Aura of Chaos
Starting at 7th level, you exude an aura of chaotic, magical energy, influencing the world in unpredictable ways. When a hostile creature within 10 feet of you rolls a natural 20 on an attack roll or ability check, you can use your reaction to chaotically influence fate. They reroll the die, and must use the new roll. At 18th level, the range of this aura increases to 30 feet.
Comments