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Chaos

Only worshiped by the most unhinged devotees, or believers in pure anarchy, gods (and other entities) of Chaos, care little for the wellbeing of their followers. Their desires are often incomprehensible to mortals, and for the Clerics who access the power that comes from the Chaos Domain, it is only a matter of time before they are overtaken by insanity.   Words of Chaos     1st-level Chaos Domain feature   You can project the chaos within your mind into the world through your twisted words. You learn the vicious mockery cantrip. It counts as a Cleric spell for you, but it does not count against your total number of Cantrips Known.   Chaos Domain Spells   1st-level Chaos Domain feature   You always have the spells from the table below prepared once you reach certain levels in this class. See the Divine Domain class feature for how Domain Spells work.  
Cleric Level Spells
1st vicious mockery, dissonant whispers, hideous laughter
3rd crown of madness, phantasmal force
5th bestow curse, fear
7th confusion, hallucinatory terrain
9th antilife shell, synaptic static
Shattered Mind     1st-level Chaos Domain feature   At the end of each long rest, you can choose to roll on the Indefinite Madness table from the Dungeon Master's Guide. Until the end of your next long rest, you gain the Madness effect, but you also gain resistance to psychic damage and immunity to having your thoughts read unless you allow it.   Channel Divinity: Touch of Madness   2nd-level Chaos Domain feature   As an action on your turn, you can grasp your holy symbol and force a creature that can hear you within 30 feet to make a Wisdom saving throw. On a failed save, the madness of your god infects its mind, and it is incapacitated for 1 minute.   While incapacitated the creature babbles incoherently and uses its full movement to move in a random direction.   At the end of each turn, the creature can repeat the saving throw, ending this effect on a successful save.   Channel Divinity: Discordia     6th-level Chaos Domain feature   When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to invoke this Channel Divinity, forcing a creature of your choice within 30 feet to make the saving throw in your place, becoming the target of the spell in your place.   The madness that festers in your mind empowers your magics. You add your Wisdom modifier to the damage roll of your Cleric cantrips.   Mantle of Insanity   17th-level Chaos Domain feature   You are a conduit for Chaos to enter the world. When a creature you can see within 60 feet targets you with an attack, you can use your reaction to force it to make a Wisdom saving throw. On a failed save, it attacks a target of your choice within its attack's range.   You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

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