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Chaos Domain Cleric

The Gods of Chaos as The Order considers them actually control a wide variety of domains. However, there are certain deities whose powers stem from the roiling forces of chaos, capable of changing the very laws of nature itself.   One such god is the Fell Omen Aegeon, rumored to having arrived to Chronan along with the Fellstar. Aegeon has been witnessed to have influence over mutants and deranged cultists such as the Disciples of the Dark Star.   Others exist as well, such as Chthonica the Fathomless, the dreaded kraken goddess, and Fenris the Moon-Eater, the astral wolf hunting its prey between the stars. A cleric devoted to these gods finds themselves transformed irrevocably, and able to harness the malleable chaotic energies to oppose those that abide to law.  

Chaos Domain Features

This subclass is only available to clerics of a chaotic alignment worshipping eldritch entities such as Aegeon, Chthonica and Fenris.
  • 1st level: Chaos Domain Spells Bonus Proficiencies Minor Mutation
  • 2nd level: Channel Divinity
  • 6th level: Amorphous Armament
  • 8th level: Divine Strike
  • 17th level: Chaotic Ascension
  • Chaos Domain Spells

    At each indicated cleric level, add the listed spells to your spells prepared. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
  • 1st level: chaos bolt, arms of hadar
  • 3rd level: branding smite, hold person
  • 5th level: blinding smite, hunger of hadar
  • 7th level: evard's black tentacles, summon aberration
  • 9th level: banishing smite, dominate person
  • Bonus Proficiencies

    When you choose this domain at 1st level, you gain proficiency with all martial weapons. You also gain proficiency in the Intimidation or Persuasion skill (your choice).  

    Minor Mutation

    At 1st level, your connection to your chaotic deity has developed you a physical feature that your species does not normally have. Choose one of the following features or roll 1d8 to determine it randomly:
    1. Amphibious: You can breathe air and water.
    2. Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
    3. Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
    4. Horns: You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
    5. Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
    6. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    7. Slippery: You have advantage on ability checks and saving throws made to escape a grapple.
    8. Standing Leap: Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
     

    Channel Divinity: Wave of Chaos

    Starting at 2nd level, you can use your Channel Divinity to release a burst of chaotic energy. As an action, you can cause 1d10 + your Wisdom modifier chaotic damage to all creatures within 30 feet of you. Creatures with chaotic alignment are immune to this damage, while those with lawful alignment are vulnerable, taking double damage. Optionally, you can instead choose to have this wave heal 1d10 + your Wisdom modifier hit points to all chaotic creatures within 30 feet of you (including yourself), half the amount to all neutral creatures and none to all lawful creatures.  

    Amorphous Armament

    At 6th level, you channel chaotic energy into a non-magical weapon. It becomes magical for the purpose of overcoming resistance against non-magical attacks. The weapon's attacks use your Wisdom instead of its normal ability to determine the attack and damage modifiers. Furthermore, you can use the Weapon Mastery related to the form of the weapon when you make an attack with it.   As an action, you can change the weapon into any other type of weapon, simple or martial,melee or ranged. As a ranged weapon, it produces its own ammunition. If the weapon leaves your possession, it immediately returns to its original form and loses all magical properties. You can only have one weapon affected by this feature at a time.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with chaotic 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 1d10 chaotic damage to the target. Lawful creatures are vulnerable to that damage type while chaotic creatures are immune. When you reach 14th level, the extra damage increases to 2d10.  

    Chaotic Ascension

    By 17th level, you have surrendered yourself wholly to your chaotic deity. Choose one of the following mutations, which you can change each time you finish a long rest:
  • Amalgamous Abbot: You mutate beyond a fixed shape or form. You can appear one size smaller or larger than normal. You can bend your body and equipment through a space as narrow as 1 inch wide and your reach when making melee attacks increases by 5 feet. Your movement is unaffected by difficult terrain, and no effects can reduce your speed or cause you to be grappled, restrained or knocked prone. You can cast the pass without trace spell at will without spending a spell slot.
  • Deep Theurge: You mutate to acclimate to infiltrating the deepest corners of the earth. You gain burrowing and swimming speed equal to your walking speed and you can hold your breath indefinitely. You can move across liquid surfaces as if they are solid and through dirt and sand as if they were liquid, and being underwater does not impose disadvantage to your attacks. You can cast the water breathing spell at will without spending a spell slot.
  • Lofty Saint: You mutate to ascend to the highest heights. You gain climbing and flying speed equal to your walking speed, you can hover and you can even you can move upside down along ceilings while leaving your hands free. You can cast the feather fall spell at will without spending a spell slot.

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