Chaos Domain (5e Subclass)
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|1st|| dissonant whispers,|
protection from evil and good
|3rd||mirror image, shatter|
|5th||fear, magic circle|
|7th||confusion, hallucinatory terrain|
|9th||animate objects, mislead|
- Chaos Magic
Starting from when you choose this domain at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw once. After using this feature, the next time you cast a cleric spell of 1st level or higher, you can roll on the Wild Magic Surge table. If you do so, you then regain use of this feature. You also regain use of this feature when you finish a long rest.
Channel Divinity: Incite Chaos
Starting from 2nd level, you can use your Channel Divinity to sow chaos into the magic of other creatures. As an action, choose one creature within 60 feet of you. The next time that creature casts a spell of 1st level or higher within the next minute, they roll on the Wild Magic Surge table.
Channel Divinity: Bend Luck
Starting from 6th level, you can use your Channel Divinity to twist fate. When another creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can use this feature after the creature rolls but before any effects of the roll occur.
- Divine Strike
Starting from 8th level, 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, this extra damage increases to 2d8.
- Controlled Chaos
Starting from 17th level, you gain more control over your chaos magic. When you roll on the Wild Magic Surge table, you can roll twice and use either roll.
Back to Main Page → 5e Homebrew → Character Options → Subclasses
- Player's Handbook pp.234
- Player's Handbook pp.104