While many clerics choose to follow the teachings of the Holy Church and pledge themselves to the ideals of the Gods of Order, others have chosen a different path. One that was once far more common before the disastrous events of the Night of Ashes. The path of the Gods of Chaos.
Swearing themselves to the elemental powers and the forces of the Primordials that predate the formation of the Great Disc and the coming of the Gods of Order. They command the raw natural forces that shape the very universe - the six elements - but such power comes with great risk. The powers of the Chaos are wild and unpredictable equal to, if not more than, the wild magics of the Fey.
However, for a Cleric who is willing to plunge themselves deep in the unruly waters of elemental madness, the rewards can be great.
Chaos Domain Spells
Cleric Level |
Spells |
1st |
Absorb Elements, Chaos Bolt |
3rd |
Dragon's Breath, Flame Blade |
5th |
Elemental Weapon, Fly |
7th |
Elemental Bane, Summon Elemental |
9th |
Destructive Wave, Immolation |
Elemental Blessings
Starting when you choose this domain at 1st level, you lean the Primordial language. In addition, you learn the Fire Bolt cantrip, which doesn't count against the number of cleric cantrips you know.
Chaos Invocation
At 1st level, you gain a number of Chaos Dice equal to half your cleric level (rounded up). These Chaos Dice are d6's. When you attack or cast a spell, you can consume one of your Chaos Dice to invoke the Gods of Chaos to bless your attack and change its damage type to another random damage type. Roll the Chaos Dice and change the damage to the corresponding result on the table below. You regain all of your Chaos Dice after a long rest.
Result |
Damage Type |
1 |
Poison |
2 |
Lightning |
3 |
Fire |
4 |
Cold |
5 |
Necrotic |
6 |
Radiant |
Channel Divinity: Call of Chaos
Starting at the 2nd level, you can use your Channel Divinity to call upon the Gods of Chaos to gain a random small boon. As an action, you can roll 1d6 and gain the benefit listed with the corresponding result on the table below until the end of your next turn.
Result |
Boon |
1 |
Earthen Hide: Gain +2 to your Armor Class. |
2 |
Windfall: You and all allies within 60 ft gain an extra 10 ft of movement |
3 |
Scorched Flesh: One enemy you can see is marked and takes 1d6 fire damage whenever you or any ally hit the marked enemy with an attack. |
4 |
Fluid Defense: You have advantage on Dexterity, Constitution, and Wisdom saves. |
5 |
Hand of Entropy: Summon 1d3 Skeletons within 30 ft of you that fight under your command. The skeletons initiative is right after yours. They collapse into piles of bones at the end of your next turn. |
6 |
Ball of Energy: All enemies within 60 ft of you must make a Constitution save against your Spell Save DC. If they fail, they take 2d10 radiant damage and cannot benefit from the Hidden or Invisible conditions for 1 minute. The enemy takes half as much damage on a successful save and no additional effect. |
Chaos Augmentation
Starting at the 6th level, you can use your reaction when an ally hits with an attack to consume one of your Chaos Dice to augment your allies attack. You roll the Chaos Die, on an odd result your allies attack regains hit points equal to the result and on an even result their attack deals extra damage equal to the result.
Chaos Mastery
Starting at the 8th level, when you consume a Chaos Dice from using your Chaos Invocation feature, you can roll an extra 1d6. You can choose the result of either d6 to determine the damage type of the attack or spell, and if you roll doubles you can choose the damage type from any possibility on the Chaos Invocation table. You also add the result of both dice to the damage of the attack or spell.
Hand of the Elder Elemental
Starting at the 17th level, you gain the following benefits:
- Your Chaos Invocation feature now ignores resistance to the determined damage type, and immunity to the damage type is treated as resistance.
- When you use your Chaos Augmentation feature, you can choose to consume two of your Chaos Dice and grant them both to your ally instead of one.
- You now regain 1 Chaos Die at the end of a short rest.