Base Class: Cleric
This Chaos Cleric is best suited as a melee combatant I think. Heal your friends, mess some people up. Have fun.
Domain Spells
You gain domain spells at the cleric levels listed in the Chaos Domain Spells table. See the Divine Domain class feature for how domain spells work.
Chaos Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bane, [spell]Chaos Bolt[/spell] |
| 3rd | Mirror Image, ray of enfeeblement |
| 5th | Counterspell, [spell]Haste[/spell] |
| 7th | Confusion, Shadow of Moil |
| 9th | Animate Objects, Reincarnate |
Entropy Shroud
When you activate your Channel divinity, Entropic forces shroud your movements in a cloud of conflicting images. You may choose to have the bless effect upon your own attacks or the bane effect upon any attack against you. This choice must be made upon channeling divinity and cannot be changed or dismissed. This effect lasts for one minute.
In addition, you may cast an Entropic Evocation cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet. Upon Casting, Roll a d6. the spell you cast is as follows:
6 = Fire Bolt
5 = Frostbite
4 = Sacred Flame
3 = Lightning Lure
2 = Eldritch Blast
1 = Dancing Lights
Fate Seer
At 1st level, you gain the ability to occasionally sense the direction of the fate of a creature, as an agent against Fate itself. As a bonus action, you can open your awareness to magically detect life auras. Until the end of your next turn, you know the physical state of living creatures within 60 ft. of you that aren’t behind total cover and that aren’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Chaotic surge
Chaotic magic erupts from you as you channel. When you activate your divine channel, roll on the Wild Surge table to determine the magical effect produced.
If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier.
Wild Surge
| d8 | Effect |
|---|---|
| 1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
| 2 | You teleport up to 20 feet to an unoccupied space you can see. Until your Shroud ends, you can activate this effect again on each of your turns as a bonus action. |
| 3 | You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. |
| 4 | Arcane energy amplifies your Chaos Shroud. Until your Shroud ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Wisdom modifier. |
| 5 | Plant life temporarily grows around you: until your Shroud ends, the ground within 10 feet of you is difficult terrain. |
| 6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. |
| 7 | Shadows weave around a weapon of your choice you are holding. Until your Shroud ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. |
| 8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. |
Master of Fate
At 6th level, you gain the ability to alter fate. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip, including your Entropic Evocations
Fend off the Reaper
Starting at 17th level, you can anticipate the cruel trappings of fate and redirect it. When a creature you can see within 60 feet of you takes damage that would reduce it to zero hit points, you may roll 2d10 and redirect that amount of damage from the triggering attack to any other creature or object within range. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
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