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### Oath of Chaos The inspiration for this sacred oath is [Chaos Knight](https://dota2.gamepedia.com/Chaos_Knight) from the game [DotA 2](https://www.dota2.com). This option for the Paladin is almost entirely offensive, and has no auras. It plays with probability, but all possibilities are good for the master of chaos. ##### Oath of Chaos Features | Paladin Level | Features | |:---:|:---:| | 3rd | Oath Spells, Channel Divinity | | 7th | Chaos Strike | | 15th | Reality Rift | | 20th | Phantasm | #### Tenets of Devotion Though the exact words and strictures of the Oath of the Crusader vary, paladins of this oath share these tenets. **Chaos is Fair.** Everyone deserves a fair chance to try. Every possibility is worth its chances. Consider alternatives and be open-minded. **Chaos is Strict.** If things turn out poorly, the consequences must be accepted. If someone tries to flee those consequences, you must enforce them. **Chaos is Unending.** Chaos is the only true eternal force. You should seek to emulate that by being untiring yourself in the pursuit of your goals. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Chaos Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *chaos bolt*, *longstrider* | | 5th | *find steed*, *mirror image* | | 9th | *bestow curse*, *remove curse*| | 13th | *banishment*, *find greater steed* | | 17th | *contact other plane*, *far step* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Chaos Smite.*** You are able to condense raw chaos into a fiery and solid form. By raising your holy symbol and screaming unintelligibly or insultingly at your target, force one creature within 60 feet of you that you can see to make a Dexterity saving throw or be struck by a bolt of raw chaos. If they fail the saving throw, roll 1d4. On a 1, the target takes radiant damage equal to 1d20 + your paladin level. On a 2, the target takes radiant damage equal to 1d10 + your Charisma modifier (minimum 1), and is stunned until the end of their next turn. On a 3, the target takes radiant damage equal to 1d4 + your Charisma modifier (minimum 1), and is stunned until the end of your next turn. On a 4, the target is stunned until the end of their turn after your next turn. ***Chaotic Portent.*** Through intense concentration and the power of chaos, you can peer into the potential futures. Take one minute to do so, while holding your holy symbol. Roll 1d20, and record the number rolled. For the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the recorded roll. You must choose to do so before the roll, and can replace a roll in this way only once per turn. Each recorded roll can only be used once. #### Chaos Strike Starting at 7th level, the power of chaos fills your every attack. When you make a weapon attack, roll 1d8. On an 8, add your Charisma modifier to the damage roll as radiant damage. Additionally, you regain hit points equal to the amount of damage you dealt with that weapon attack. Additionally, any time you roll a critical hit on a weapon attack roll, treat it as though you rolled an 8 on your Chaos Strike d8. #### Reality Rift Once you've reached 15th level, your power over chaos has risen to the point that you can rip reality apart. As an action on your turn, you can choose a creature or object that you can see within 50 feet of you. A red streak of energy erupts between you and the target, and both of you disappear. A second later you both reappear in a nearby unoccupied space. Your DM chooses a space between your previous positions. Roll 1d4, and times the roll's result by 5 feet. Choose an unoccupied space that is within that distance of the space your DM chose. You and your target appear in that space. Additionally, you can then choose to make one weapon attack against that target. The attack roll is made at advantage. After you use this feature, you cannot do so again until you complete a short or long rest. #### Phantasm At 20th level, you can use the power of chaos to temporarily pull copies of yourself from parallel universes. As an action, you do can do so, summoning 1d4 copies of yourself into the nearest unoccupied spaces that you can see. Each copy has the same amount of health and spell slots as you do at the moment you take the action. Each one acts on your turn, directed and controlled by you. Any condition or effect that you are affected by when you take the action also affects your copies. They take double damage from all sources of damage. They cannot make use of your Oath of Chaos features, but otherwise can make use of your Paladin features. On the turn that you take the action, you and your copies cannot be harmed or affected. The copies last until they are killed or for up to one minute. If at any point you teleport or are teleported, including any use of your Reality Rift feature, your copies are moved with you. If you use your Reality Rift feature, your copies cannot use the attack action on that turn. Instead, they can make a single weapon attack against the target of your Reality Rift if they so choose. Their attacks will be made at advantage. Once you use this feature, you can't use it again until you finish a long rest.