The Chaos Domain is granted by deities of entropy, trickery, and unbound freedom, as well as chaotic primordial forces that revel in disorder and upheaval. Clerics of Chaos embrace unpredictability, welcoming both the gifts and the dangers of chance. They are forces of spontaneity, disruption, and wild inspiration, never bound to a single course of action. Some seek to dismantle order for its own sake, while others simply believe that the world functions best when left to its own unpredictable nature.
Those who follow this domain often wield chaotic magic that warps reality, alters fate, and inflicts unpredictable effects upon foes and allies alike. Their divine power can cause sudden shifts in luck, manifest wild bursts of energy, and summon the raw essence of disorder into battle. They are as likely to be seen among cults of anarchic gods as they are in the retinues of trickster deities, reveling in the unpredictable tides of fortune and catastrophe.
While some civilizations fear the Chaos Cleric’s influence, others revere them as necessary forces of change, catalysts that break stagnation and force growth through destruction. Their unpredictability makes them dangerous allies and terrifying enemies, for even they may not know what comes next.
Domain Spells
1st-Level Cleric (Chaos Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Additional Proficiencies
1st-Level Cleric (Chaos Domain) Feature
You gain proficiency with Martial Weapons.
Unstable Boon
1st-Level Cleric (Chaos Domain) Feature
The power of chaos blesses you with shifting fortune. Whenever you finish a long rest, roll a d6 and gain one of the following benefits until your next long rest:
d6 Roll | Effect |
1 | You gain resistance to psychic damage. |
2 | You gain a +1 bonus to AC. |
3 | Your movement speed increases by 10 feet. |
4 | When you make an ability check, you can roll 1d4 and add the number rolled to the check. |
5 | Once per turn, when you deal damage with a weapon or spell attack, you can reroll one damage die and must use the new roll. |
6 | You gain advantage on saving throws against being charmed or frightened. |
Channel Divinity: Chaotic Surge
2nd-Level Cleric (Chaos Domain) Feature
You can use your Channel Divinity to invoke the wild nature of chaos. As an action, you unleash a surge of unpredictable energy in a 30-foot radius centered on yourself. Each creature of your choice within the area must roll a d8, and the result determines the effect that targets them:
d8 Roll | Effect |
1-2 | The creature takes force damage equal to your cleric level + your Wisdom modifier. |
3-4 | The creature is knocked prone. |
5-6 | The creature gains temporary hit points equal to your cleric level + your Wisdom modifier. |
7-8 | The creature is teleported up to 10 feet in a random direction (roll a d8 for direction, with 1 being north and counting clockwise). |
Warped Fate
6th-Level Cleric (Chaos Domain) Feature
Your chaotic magic twists fate itself. When a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to force them to reroll the d20 and use the new result. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
Divine Strike
8th-Level Cleric (Chaos Domain) Feature
You gain the ability to infuse your weapon strikes with the chaotic energy of the multiverse. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Chaos
17th-Level Cleric (Chaos Domain) Feature
The power of chaos warps reality around you. You gain the following benefits:
Whenever you cast a spell of 1st level or higher, roll a d20. On a roll of 18-20, the spell is cast as if you had used a spell slot one level higher than the one expended.
You are immune to the charmed and frightened conditions.
When you take damage, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see. Once you use this feature, you can't use it again until the start of your next turn.
Deities of the Chaos Domain
Comments