|
Chaos Domain Spells |
Cleric level |
Spells |
1st |
color spray, disguise self |
3rd |
crown of madness, phantasmal force |
5th |
erupting earth, slow |
7th |
polymorph, vitriolic sphere |
9th |
creation, conjure elemental |
Bonus Cantrip
When you select this domain at 1st level, you learn the minor
illusion cantrip, and this cantrip counts as a cleric cantrip for
you.
Discordant Manifestation
Also at 1st level, your god's unpredictable nature affects your
spellcasting. Whenever you cast a cleric spell of 1st level or
higher, you can choose to roll on the sorcerer's Wild Magic
Surge table to create a random magical effect. You can do
this once per turn.
Channel Divinity: All and None
At 2nd level, your god enables you to channel the powers from
other domains, but without control over the result. When you
gain this feature, construct a table with 3 or more Divine
Domains whose 2nd level Channel Divinity feature requires
the use of an action, or use the following table instead. As an
action, you present your holy symbol and use your Channel
Divinity feature, rolling on the table. The resulting 2nd level
Channel Divinity feature from the specified domain activates.
You can change the domains on this table whenever you
finish a long rest.
Result |
Domain |
1 |
Lunar |
2 |
Desert |
3 |
Trickery |
4 |
(Reroll) |
Channel Divinity: Traitor's Trap
At 6th level, you learn to ensnare those who would harm you.
Whenever you are struck with a melee attack, you can use
your reaction and your Channel Divinity feature to redirect
the blow to a false copy of yourself that shares your statistics.
You suffer no ill effect from the initial attack, and the copy
suffers any damage you would have taken.
You instantly teleport up to 15 feet. In your place, the copy
remains and adheres to the attacker's limb or weapon,
grappling them. The copy has hit points equal to your cleric
level and has an AC of 10 + your Wisdom modifier. The copy
lasts for one minute or until slain, and cannot move or act
other than to continue to attempt to grapple the target.
Potent Spellcasting
Starting at 8th level, you can add your Wisdom modifier to
the damage you deal with any cleric cantrip.
Winds of Madness
At 17th level, your god manifests their power in full through
your actions. As an action, you can unleash a massive burst of
chaotic energy. All creatures within a 30-foot radius must
make a Charisma saving throw. If they fail, their ties to
causality are disrupted. Whenever the creature takes an
action, they must roll on the sorcerer's Wild Magic Surge
table to create a random magical effect. This disruption lasts
until the start of your next turn. You can use this feature once
and this use recovers when you finish a short or long rest
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