Chaos Domain
“Chaos molds the world.” These are the words
spoken in ancient pagan rituals: “Chaos shapes
destinies, for chaos is potential.” The aspect of
chaos manifests itself through the tears in reality
and ambitions of men. Some orders, cults, and
religious organizations follow the manifestations
by naming them as gods or deities: Leviathan, Set,
Eris, sons of Erlik, and other gods of discord. Most
believe that singularity can only be achieved through
chaos and discord, by worshiping their deity. Peace
and order are lies, only committing people to sloth
and preventing advancement, enlightenment. The
unpredictability of life is what makes it perfect.
There is no other reason that they are seen as evil
and shunned than they are unpredictable and true
to their purpose. They deny the usual prejudices and
hold the world to higher standards.
Domain Spell List
Cleric
Level Spells
1st color spray, inflict wounds
3rd enthrall, suggestion
5th bestow curse, hypnotic
pattern
7th confusion, polymorph
9th geas, mislead
Optional Feature: The Lure of Serenity
If a cleric fails to follow the path of chaos and
doesn't abide by the beliefs of their deity, they may
be punished. This event may be triggered by a cleric
gaining a fondness of order, balance, calm, or simply
remaining inactive for too long. When a GM decides
that it is triggered, a cleric may be given time to
amend for it. However, first, they lose the ability to
use their highest spell slot-level for at least three days.
After that, they lose all their class abilities. Aspects
of balance and serenity will reach out to the cleric
and invite them to the path of karma, thus enabling
the cleric to become a paladin and eventually swear
the oath of karma (when they reach 3rd level or they
are already 3rd level or higher). All class related
abilities and proficiencies change (such as weapons,
spellcasting), but ability scores remain the same.
Level 1: Voice of Chaos: When you expend a spell slot
of the highest level, you roll on the Chaos table below.
At 20th level, you suffer no effects from the Chaos
Table. It always triggers when you cast a spell of 6th
level or higher. Additionally, the GM may decide that
you should roll in other situations no more than twice.
15
Subclass Options
d20 Chaos Effect
1 The spell is lost. You take d6 psychic damage for each level of the spell.
2 The spell does not take effect, and you expend the spell slot.
3 You must succeed on a DC 10 Wisdom saving throw to be able to cast your next spell.
4 You are blinded until the end of your next turn.
5 d4 random creatures within 60 ft. of you may fall under the effect of the hellish rebuke spell
if they fail the necessary saving throw.
6 d3 random creatures within 60 ft. of you have disadvantage on attack rolls until the end of
your next turn.
7 You have disadvantage on the next attack roll, ability check, or saving throw.
8 A total of d4 flammable objects that are not worn or carried within 120 feet catch fire.
9 The sound of thunder cracks. It is audible within 300 feet.
10 1d2 creatures within 30 ft. of you fall under the effects of the sanctuary spell; the targets are
random, and the DC is equal to your spell save DC.
11 You can ignite candles, torches, and campfires in the next hour with a bonus action.
12 The resistance spell is cast on yourself.
13 You can cast a cantrip as a bonus action until the end of your next turn.
14
You regain 1d4 hit points. If that exceeds your maximum HP, you gain the extra as
temporary hit points. The healing dice increases by 1 for 3rd level spells and increases by 2
for 5th level spells.
15 1d4 creatures of your choice within 30 ft. of you fall under the effects of the guidance spell.
16 1d4 creatures of your choice within 30 ft. of you fall under the effects of the bless spell.
17 4 creatures of your choice within 60 ft. of you take 2d6 radiant damage.
18 The next spell cast within 30 feet of you heals a random ally of yours equal to a d6. Each
level of the spell increases the die by 1.
19 You gain d4 temporary hit points for each level of the spell.
20 You regain the spell slot.
In the Historica Arcanum universe, any spell or effect that triggers the chaos table doesn’t trigger any additional
spell rebound effects.
Chaos Table
Level 1: Unpredictable Might
Your connection with chaos enables you to affect
many spells cast near you. When a creature within
30 ft. of you casts a spell of 1st-level or higher, you
can use your reaction to choose one of the effects
below, if appropriate. First, you must succeed on
a Wisdom saving throw; The DC equals 10 + the
spell’s level. On a success you can apply one of the
effects below. You can do so a number of times equal
to your proficiency bonus and regain expended uses
after you finish a long rest.
Change Target: If it’s a one-target spell, you can
change the target within the spell's range to another
creature you can see.
Change Type: You can change its type; if it is a spell
that deals a type of damage from the following list,
you can change that damage type to one of the other
listed types: acid, cold, fire, lightning, poison, thunder.
Change Origin: If it’s a spell that affects an area and
has a point of origin other than the caster, you can
change its point of origin by 10 feet.
Cause Harm: After you witness a healing spell within
30 ft. of you, you can deal 1d6 psychic damage to the
target or the caster. The chosen creature must be
within 30 ft. of you. The die increases by 1d6 each
time you gain an ability score improvement.
Cause Heal: After you witness a damaging spell
within 30 ft. of you, you can restore 1d6 hit points to
the target or the caster (other than you). The chosen
creature must be within 30 ft of you. The die increases
by 1d6 each time you gain ability score improvement.
16
Subclass Options
Level 2: Channel Divinity:
Chaotic Displacement: You utter a word belonging
to the primordial chaos and choose four willing
creatures within 120 feet of you. You don’t need to
see them but must know their locations. All chosen
creatures swap their locations randomly and gain
temporary hit points equal to 2d4 + proficiency bonus
and advantage on the next saving throw they make
until the end of your next turn.
Disturbance in the Fabric: You utter
a word that touches the deepest
fears of your enemies. All enemies
within 30 ft. of you must succeed on a
Charisma saving throw or fall into a great
disturbance wherein they perceive their
friends as enemies. They automatically
succeed on the saving throw if they are
immune to charm. Each time you start a turn,
you must succeed on a DC 15 Wisdom saving
throw to keep this effect going. On a failed
save you take 1d6 psychic damage and the
effect ends; the damage die increases by 1d6
for each 2 cleric level you have. If you succeed
through 1 minute, the effect ends and you don’t
take any damage.
Level 6: Controlled Chaos
When you roll on the Chaos table, you can
choose which effects to occur. You can choose
two times and can’t do so again until you finish
a long rest.
Additionally, when you cast a spell that includes
an attack roll and it lands as a critical hit, you
choose another creature within the spell’s range
and cast the spell again immediately without
expending a spell slot.
Level 8: Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier
to the damage you deal with any cleric cantrip.
Level 17: Ultimate Chaos
When you reach 17th level, you can cast each
of these spells once a day without expending a
spell slot: thunderwave, shatter, fear, confusion,
contagion.
They don’t count against the spells you can prepare
each day and count as a cleric spell for you. If you
don’t normally prepare them, you can’t cast them
using your spell slots as normal. If they are normally
not available in your spell list, this feature doesn’t
enable you to prepare them as normal.
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