Chaos Domain

Chaos Domain Spells

Cleric level Spells
1st Detect Evil and Good, Inflict Wounds
3rd Cloud of Daggers, Enlarge/Reduce
5th Dispel Magic, Create Food and Water
7th Create or Destroy Water, Protection from Energy
9th Insect Plague, Dispel Evil and Good

Random Chaos

Force reroll any roll yours or any other player/NPC, the new result for better or worse stands, and no other effect can alter the result.

Channel Divinity: Rebuke Law

Starting at 2nd level, you can use your channel divinity to turn/rebuke outsiders that are lawful with 2x the power of your current cleric level as if they were undead.

Change for Better or Worse

Starting at 6th level, you can change the exhaustion level of a creature you can see within 60 feet and increase or decrease it one level, you can do use this ability a number of times equal to your wisdom modifier per long rest. A creature that wants to resist the effect is entitled to a CON save throw to negate the effect.

Random Attack

Starting at 8th level, you can change the type of damage your weapon does choose from slashing, piercing, and bludgeoning.

Chaos

Starting at 17th level, you can a number of times equal to your wisdom modifier per rest invoke the forces of chaos to do one of the following “wonderful” effects.

D100 Effect
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60 foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the monster manual for the animal’s statistics.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fill a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell, or if you didn’t target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 An object of the DM’s choice disappears into the ethereal plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1d4x 10 gems, each worth 1gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30 foot radius. You and each creature in the area that can see must succeed on a DC 15 constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target’s skin turns bright blue for 1d10 days. If you choose a point in space, the creature nearest to that point is affected.
98-100 If you targeted a creature, it must make a DC 15 constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrifaction lasts until the target is freed by the greater restoration spell or similar magic.

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