Paladin
Base Class: Paladin

You have sworn an oath to the gods of chaos and will stop at nothing to bring chaos to the world. Your blade inspires anarchy in friends and foes alike. An Oath of Chaos follows the values of madness, absurdity, and confusion.

Level 3: Chaos Surge

Starting at 3rd level, whenever you expend a spell slot by either casting a spell or using a Paladin's Smite, roll a d20.  If you get a 1, roll a d8 and experience one of the following effects based on the roll.

d8 Effect
1 Your weapon gains a mind of its own and attacks you with a divine smite, it must beat your AC and it does not expend an extra spell slot.
2 Your next Divine Smite does double the damage of the roll.  This can stack with a critical hit.
3 Your body is affected by the Catapult spell, and you launch 20 feet into the air. You will take 2d6 points of fall damage, but you can also make a plunging attack which, on a hit, does your weapon damage + 10 points of extra damage attributed to the damage type of your melee weapon. You will still take fall damage if you perform a plunging attack.
4 A sentient ghost named "Jerry" will immediately appear before you. Jerry is intangible and will not become hostile towards any creature. He will still become annoyed if antagonized but will never engage in combat. Every time Jerry is spawned, he will be participating in a random activity according to your DM's discretion. It is always the same ghost being spawned each time and he will always retain memories of past events. Jerry will dissipate after the summoner is outside of a 30-foot radius relative to him. Jerry will never move outside of the 5-foot area where he was summoned.
5 Your Lay On Hands Pool doubles until your next long rest. The pool may only be doubled once. If you roll a 5 on the Chaos Surge table two or more times before the long rest, there will be no effect.
6 You are under the effects of the 4th-level spell Confusion for 1 round.
7 Your next attack roll is instantly a 20.
8 You magically transform into a pogo stick for 5 minutes.  You cannot make weapon attacks but bouncing on a target deals 1d6 + Dex modifier points of bludgeoning damage. In this state, you will be resistant to all damage types other than Bludgeoning, Piercing, and Slashing. You will not be able to cast spells but can still use the bonus actions Dash and Disengage. You may also use the Oath of Chaos Channel Divinity abilities in this form once they are acquired at Level 3. Your Pogo Stick form will not end until the end of the 5-minute duration, or when targeted with a casting of Dispel Magic or a similar magic-negating force.

Level 3: Chaotic Energy

As a bonus action, you can use one of your Channel Divinity points to purposefully awaken your inner madness and trigger a chaos surge. 

See the Chaos Surge table to view the possible outcomes.

Level 3: Bane of Order

As an action, you can use a Channel Divinity point to raise your holy symbol and make all creatures in a combat reroll initiative. This affects friends, foes, and yourself.

Level 7: Aura of Havoc

At 7th Level, you exude an Aura of Havoc, all allied creatures within a 10-foot emanation originating from you are immune to being Incapacitated. The range of the emanation for this feature is increased to 30-feet at 18th Level.

Level 15: Smite of Madness

Starting at 15th level, whenever you cast Divine Smite, the target must make a Wisdom Saving Throw against your Spell Save DC. On a failed save, the target will be under the effects of the 2nd-level spell Crown of Madness for 3 rounds without the caster needing to use the Magic action to maintain the spell. On a successful save, the target suffers the effect until the end of their next turn.

Level 20: Agent of Chaos

You become an entity built to do nothing but spread madness and chaos throughout the land.

As a bonus action, you gain the following benefits for 10 minutes:

Power Frenzy. You have advantage on Strength and Dexterity Ability Checks.
Inescapable Ire. You have advantage on attack rolls against Humanoids, Dragons, Monstrosities, and Fey.
Total Anarchy. When you hit a creature with any weapon and deal damage to it, the creature must make a Wisdom saving throw against your spell save DC or suffer the effects of the Smite of Madness ability.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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