Base Class: Cleric
Gods of Chaos - such as Tymora, Cyric, Talos, Eilistraee, Umberlee, Selune, or Lolth - are not necessarily the antagonists of every story. They are always looking for anything to curb their boredom, whether it be anarchy and destruction or the overthrow of an oppressive government. They are patrons of freedom fighters, anarchists, or any man (or women, they are literally patrons of opposing cultural norms) of action. As such their clerics are the epitome of change, always engaging in both political and social movements, breaking rules, and attempting to curb the deep hole of boredom and fear of being meaningless. They attempt to leave their mark on the world whether it be for good or bad reasons.
Domain Spells
1st-level Chaos Domain feature
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 |
|---|---|
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1st |
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3rd |
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5th |
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7th |
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9th |
Madness Autonomy
1st-level Chaos Domain feature
Whenever under the effects of charmed , frightened , stunned , possession, or similar external control, your spirit unleashes the unrestricted nature of your god. Instead of acting under the compulsion, you instead act as though you were under the effects of the spell confusion. This effect lasts for as long as the condition or feature lasts on you.
Agent of Chaos
1st-level Chaos Domain feature
Channel Divinity: Gift of Disorder
2nd-level Chaos Domain feature
You can use your Channel Divinity to institute the will of the chaos. As an reaction, whenever you or a creature you can see within 30 feet from you takes damage from a attack or spell, you can present your holy symbol, and choose a different creature within 30 feet of you. The chosen creature becomes the new target of the attack or spell. This magic can transfer the attack’s effects regardless of the attacks' or spells' range. If there any lingering effects from the attack or spell, this feature also transfers the effects to the new target for the original duration of the effect.
Embodiment of Change
6th-level Chaos Domain feature
Whenever you cast damaging spell of 1st level or higher you can manipulate the fabric of the weave to bend to the will of chaos. Roll a 1d10 on the damage type table, and the damage type of the spell changes to the damage type rolled. In addition, you deal additional damage equal to half your cleric level to the targets of the spell.
Damage type table
|
d10 |
Damage Type |
|
1 |
Acid |
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2 |
Cold |
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3 |
Fire |
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4 |
Force |
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5 |
Lightning |
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6 |
Poison |
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7 |
Psychic |
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8 |
Thunder |
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9 |
Necrotic |
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10 |
Radiant |
Potent Spellcasting
8th-level Chaos Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
The Will of Chaos
17th-level Chaos Domain feature
Whenever you cast a spell or you are the target of a spell the requires a saving throw you can use the chaotic domain to bend it to its will. Roll a 1d6 to determined which saving throw is required, from 1-being Strength, 2-being Dexterity, 3- being Constitution, 4-being Intelligence, 5-being Wisdom, 6- being Charisma. After rolling the 1d6, the target then makes the saving throw as normal with the new saving throw rolled.
Previous Versions
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Posted Apr 17, 2023The Agent of Chaos feature doesn't say how long the effect lasts once it's been applied. I could see this becoming very centralizing where this Cleric could pull it out in every skill check in the campaign in combination with the help action to give a massive bonus, essentially for free. The last sentence in the feature implies that the effect is permanent on at least the Cleric until it's transferred, which would turn the Cleric into the best player in the party for ALL skill checks if the Help action is used on them regardless of what the other player's skills are.
There is an exploit in the Channel Divinity: Gift of Disorder feature. The text implies that A) the new target makes no save against the channel divinity, and B) The transfer is made after the damage has been rolled against the original target, and thus after a save against a spell has been made. This would allow an ally to cast a damaging spell like Disintegrate on themselves or another ally, the target chooses to fail the Dex save, and then the new target takes all the damage without an opportunity to make a Dex save of their own.