Base Class: Paladin
The Oath of Chaos Paladin is a walking force of chaotic energy. He sows only disorder and his own will. You may call him oppressive, yet he finds himself free.
You swear to live your life free from the confines of restrictions that others would impose on you. You are the decider of your fate, for better or worse. Where you find order, you see fit to unravel it. No rules bind you, other than yours (and of course the DM's lol)
*This class uses a wild magic table, the effects of which are not listed. It's imperative to get DM consent before making them put up with this level of shenanigans. Approve the list with them before use. I can give a Wild Magic table if needed, but ultimately, use this customizability as your bargaining chip for the DM to allow it in play.*
Level 3: Channel Divinity - Aura of Chaos
You can use your Channel Divinity to warp reality. As a Bonus Action, you create an Aura of Chaos. When created, roll 1d6. You and all allies within 15 feet gain the cumulative benefits of the roll (i.e. rolling a “4” grants you effects 1-4). This aura requires Concentration and lasts for 1 minute, or until you are Incapacitated.
[Levels 3-6]
- No Effect
- Gain 1d4 temporary health
- Opponents cannot make opportunity attacks
- +1 to all saving throws.
- +1 to attack rolls.
- +1 to AC.
[Levels 7-14]
- No Effect
- Gain 2d6 temporary health
- Opponents cannot make opportunity attacks
- +3 to all saving throws
- +2 to attacks rolls
- +1 to AC
[Levels 15-20]
- No Effect
- Gain 3d8 temporary health
- Opponents cannot make opportunity attacks
- +5 to all saving throws
- +3 to attacks rolls
- +2 to AC
- You have Advantage on Charisma checks when conversing with Fey
Level 7: Enhanced Aura of Chaos
Your presence permanently disrupts the natural order.
- Permanent Aura: You no longer project an Aura of Protection. Instead, your Aura of Chaos becomes permanent and extends to 20 feet. You no longer expend Channel Divinity or Concentration to maintain it.
- Shifting Chaos: Whenever you Roll Initiative, roll 1d6 to determine the Aura's effects for the duration of that encounter.
Level 7: Chaotic Smite
Immediately after you deal damage with a Smite spell or Radiant Strikes, you can choose to roll a d100 (no action required). The corresponding effect from the Chaotic Smite table is enacted immediately. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
The Chaotic Smite table would function as table for 1d100 rolls. Ideally, this would include equal parts beneficial and detrimental effects of varying intensity, with each Nat 1 and 100 having the penultimate un/lucky effects. Have a conversation with your DM about what they are comfortable having on said table. Otherwise, it's customizability is up to you.
Level 15: Betting Hands
Your touch becomes a gamble with fate. When you take the Magic Action to use Lay on Hands, the following changes apply:
- You can target any creature within your Aura, rather than just Touch.
- You can choose to replace the standard healing. For every 5 Hit Points you would spend, you instead roll 1d12 and heal the target for the total.
- Alternatively, you can expend 5 Hit Points from the pool as a Bonus Action to roll 1d6. An ally within your aura gains a boon based on the outcome. This boon lasts until the start of your next turn.
- No Effect
- +3 to next attack roll
- Immune to Opportunity Attacks
- Next hit imposes Disadvantage on target's next attack
- +2d6 damage on next hit
- Advantage on next attack roll
Level 20: Chaotic Causality
When you use Chaotic Smite, you can choose to roll the d100 with Advantage. If you do so, you can choose any effect listed between and including the two results rolled.
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