Cleric - Chaos Domain
The Chaos Domain represents impulsiveness, freedom, or anarchy, people who are affiliated with this domain hate being forced to act a certain way the opposes their own wants and whims in a strict manner, instead preferring to be left with a goal and allowed to do what ever they feel they must to achieve it in their own method of choice and being as free and unbound by rules or laws as much as possible. Deities and other god like beings with dominion over this domain or strongly associated with it include, The Tower (XVI) and the Wheel of Fortune (X).
Domain Spells
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor. You also gain proficiency in the Intimidation.
Voice of Chaos
Starting at 1st level, you can invoke the power of chaos to drive an ally to take advantage of the chaotic flow of battle and attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
Channel Divinity: Cloak of Chaos
Starting at 2nd level, you can use your Channel Divinity to exert a layer of chaotic energies around yourself and your surroundings, increasing the natural chaotic uncertainty of the future.
As an action, you present your holy symbol, you and each creature of your choice within 30 feet of you become immune to being charmed until the end of your next turn, hostile creatures also have disadvantage on attacks against you and friendly creatures within 30 feet of you.
Conduit of Chaos
At 6th level, you become remarkably adept at channeling magical energy of chaos.
When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic, psychic, poison, or acid damage to the target (your choice). When you reach 14th level, the extra damage increases to 2d8.
Chaotic Smash
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage. You can curse a creature in this way only once per turn.
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