Clerics of chaos gods are charged with upsetting the standard order of things. Dispelling entropy and unnecessary repetition, as well as partaking in events and games of chance to show their faith. Because of this, many clerics of this domain are adept gamblers and many enjoy taking unnecessary risks. Some of the gods that encourage this behaviour include Ekwensu, Apep, and Eris. You gain domain spells at the cleric levels listed in the Chaos Domain Spells table. See the Divine Domain class feature for how domain spells work. At 1st level, whenever you make a saving throw, attack roll or ability check, you can give yourself advantage on that check. Once you use this ability, you can't do so again until you choose to give yourself disadvantage on a roll of the same type. In addition, whenever you cast a spell of 1st level or higher on a creature, you can choose to end one spell forcing the creature to act against its will (such as the suggestion or command spell) as long as the spell's level is equal to or higher than the spell affecting the creature. At 2nd level, your influence over randomness can display itself in powerful bursts. When a creature you can see within 30 feet of you makes an ability check with advantage or disadvantage, you can use your Channel Divinity to make that creature roll three d20s instead of two.
Starting at 6th level, you can let the power of luck and unpredictability to decide your fate. When you cast a spell of 1st level or higher, you can choose to roll a d10. If the number rolled is equal to or lower than the spell's level, the spell acts as if cast at 1 higher level. If the number rolled is higher than the spell's level, you take 1d4 psychic damage per level of the spell. If the spell was an attack, it has disadvantage. If the spell requires a saving throw, creatures make the saving throw with advantage. Starting at 8th level, you add your Wisdom modifier to any damage you deal with any cleric cantrip. At 17th level, you can alter fate and chance in a monumental way. As an action, you can exude an aura for 10 minutes that twists destiny to your will. Roll a d20. This number becomes a Fate Number. If a creature within 120 feet of you makes an attack roll, ability check or saving throw, you can use your reaction to replace the number on the d20 with your Fate Number instead. Once you use this ability, you can't do so again until you finish a long rest or until you successfully use your Divine Intervention feature.
"Aurora" by Chris Cold '*' indicates that the annotated spell cannot be found in officially published content. Thought Shield appears in the Psionics Unearthed Arcana, and the other annotated spells can be found in Thudnfer's Spell Workshop.Chaos Domain
Domain Spells
Chaos Domain Spells
Cleric Level
Spells
1st
chaos bolt, disguise self
3rd
mirror image, thought shield*
5th
anarchy sphere*, enemies abound
7th
confusion, hasty escape*
9th
mislead, reality turmoil*
Bonus Canrip
Channel Divinity: Bedlam Surge
All or Nothing
Potent Spellcasting
Turmoil To Riches
Art Credit