Cleric
Base Class: Cleric

Clerics who embrace the Entropic domain are conduits of chaotic energies, weaving a tapestry of disorder that unravels the very fabric of reality itself. Guided by deities whose essence embodies the unpredictable forces of entropy, these clerics disrupt the natural order of creation. Deities of the entropic are few and far between, primarily found as the subjects of end time prophecies and doomsday cults.

Entropic Domain Spells

Cleric level

Spells

1st

Dissonant Whispers, Chaos Bolt

3rd

Blindness/Deafness, Vortex Warp

5th

Enemies Abound, Hunger of Hadar

7th

Black Tentacles, Blight

9th

Dominate Person, Insect Plague

Dissonant Intentions

At 1st level, the chaotic energies of your deity envelop your physical body causing your eyes to flicker and shadows to dance around you. When a creature makes a Perception or Insight check to discern your intentions, they do so with Disadvantage. You also gain proficiency in the Deception skill.

Alter Reality

At 1st level, your connection to the chaotic powers of entropy allows you to alter the flow of reality. After a creature within 60 feet other than yourself has made an attack roll or saving throw, you can use your reaction to force that creature to make a Wisdom saving throw against your spell save DC. On a failed save you choose to alter the result of that roll by +5 or -5, potentially changing the outcome. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after a long rest.

Channel Divinity: Fracture Fate

Starting at 2nd level, you can use your Channel Divinity to cause time to splinter. After a creature within 60 feet makes an attack roll, saving throw, ability check, or damage roll, you can use your reaction to make them reroll the result. The creature must use the new result, disregarding advantage or disadvantage.

Impossible Form

Starting at 8th level, you gain the ability to weave and contort the matter of your own body. You can use a bonus action to cast the Freedom of Movement spell on yourself at will.

Shred Reality

Starting at 17th level, you can use your action to shred reality in a 30-foot radius sphere centered around and moving with you that lasts 1 minute. All creatures within this area are affected by your Alter Reality feature. Additionally, roll a d10. The laws of physics within the sphere are altered based on the result, and applied to all creatures that remain within the sphere. The rolled effect is ended on a creature if that creature ends their turn outside of the sphere. You can use this feature once per Long Rest.


 

d10

Effect

1-2

Space: The area within the sphere is treated as under the effect of the Hunger of Hadar spell.

3-4

Logic: All creatures in the sphere are treated as under the effect of the Confusion spell.

5-6

Time: All creatures and objects within the sphere are treated as under the effect of the Slow spell.

7-8

Time: All creatures and objects within the sphere are treated as under the effect of the Haste spell.

9-10

Gravity: All creatures and objects within the sphere are treated as under the effect of the Reverse Gravity spell.

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