Wild Magic Domain
Gods whose portfolios include the Chaos domain – including Selûne, Lolth, Eilistraee, Cyric, Talos, Tymora, Tempus, Umberlee– govern change, chaos, luck, and, war. They include gods of luck, gods of chaos, some change gods, and certain gods of war, manipulation, and death.
In some pantheons, a god of this domain rules on par with other deities that rule over pantheons and is known for swift acts of change and chaos delivered by mass events of destruction either politically or naturally.
At each indicated level, add the listed spells to your spells prepared. They don't count towards your limit of prepared spells.
Wild Magic Domain Spells
| Cleric Level Level | Spells |
|---|---|
| 1st | Chaos Bolt, Color Spray |
| 3rd | Nystul's Magic Aura, Enlarge/Reduce |
| 5th | Dispel Magic, Sleet Storm |
| 7th | Confusion, Hallucinatory Terrain |
| 9th | Wall of Force, Destructive Wave |
Chaos Initiation
Starting at 1st level, you gain proficiency in the Arcana skill and one weapon of your choice, you also gain the magic stone and prestidigitation cantrips if you don't already have them.
Blessing of Chaos
Also starting at 1st level, once per turn, whenever you deal damage with an attack or cast a spell that deals damage you can roll on the Random Damage Table listed below, the damage you deal is equal to half the damage dealt by the attack or spell. You cannot apply this feature to attacks or spells that deal additional damage types naturally.
You can use this feature a number of times equal to your Wisdom Modifier (Minimum of 1), and you regain all expended uses of it when you finish a short or long rest.
Random Damage table
| 1d12 | New Spell Damage |
|---|---|
| 1 | Acid |
| 2 | Bludgeoning |
| 3 | Cold |
| 4 | Fire |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Piercing |
| 8 | Poison |
| 9 | Psychic |
| 10 | Radiant |
| 11 | Slashing |
| 12 | Thunder |
Channel Divinity: Wild Magic Surge
At 2nd level, you can use your Channel Divinity to evoke pure chaos that could be beneficial or harmful to you. As a part of an action used to cast a spell, you present your holy symbol, and you can roll on the Wild Magic Surge Table (listed below) and the effect takes place. You can choose for the effect to take place before or after the spell.
After you reach 5th level, you can roll twice on the Wild Magic Surge Table and you can use either roll.
Surge of Chaos
At 6th level, when you or an ally near you is attacked, you can use your reaction to cause chaotic magic to erupt around the target. This eruption causes creatures of your choice that you can see within a 10 foot circle of the target. Each creature must make a Dexterity saving throw against your spell save DC. On a failed save, the target must roll on the Random Damage Table taking damage equal to your Cleric level suffering no effect on a success.
You can use this feature a number of times equal to half of your Wisdom ability score (rounded up) and you regain all expended uses of it when you finish a long rest.
Potent Chaos
At 8th level, your uses of blessing of chaos become doubled, and you can choose to roll on the table twice using both rolls if you wish but splitting the damage. If the damage you deal with an attack or spell deals two different damage types naturally, then you can choose to apply one of the rolls of the blessing of chaos damage feature to it.
You can also choose to roll on the Wild Magic Surge Table after you cast a spell once per turn without using your Channel Divinity, but you do not gain the benefit of your Channel Divinity.
Herald of Chaos
At 17th level, your power to harness chaos has become refined through trial and error. you gain the following effects:
- You gain a resistance to all non magical damage, any prior resistance to a damage type turns into immunity magical or not.
- Your Surge of Chaos ability has both doubled uses and damage, you can also choose an amount of creatures equal to your Wisdom modifier for Surge of Chaos to effect.
- When you use your Channel Divinity, you can use both rolls instead of one, and you can choose for it to happen before or after your actions
Why I made this
I couldn't find one I liked, so I decided to make it myself.
Wild Magic Surge table
| d100 | Effect |
|---|---|
| 1-2 | Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. |
| 3-4 | You regain all expended Channel Divinities. |
| 5-6 | You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. |
| 7-8 | You cast fireball as a 3rd-level spell centered on yourself. Damage caused by this feature cannot reduce a creatures 0 hit points. |
| 9-10 | You cast magic missile as an Xth-level spell, where X equals your Wisdom modifier (minimum of 1). |
| 11-12 | Your height changes by 1d6 inches. If the roll is odd, you shrink. If the roll is even, you grow. If this effect is already in place when you roll this, you return to your original height. A remove curse spell can end this effect. |
| 13-14 | You cast hypnotic pattern centered on yourself. |
| 15-16 | You cast spiritual weapon in the nearest unoccupied space, and it immediately attacks you if possible. The weapon moves on the shortest path toward you before each of your turns and attacks you if possible. It disappears if you fall unconscious. |
| 17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
| 19-20 | You cast grease centered on yourself. The grease puddle moves with you. |
| 21-22 | Creatures have disadvantage on saving throws against the next spell you cast before your next long rest that involves a saving throw. |
| 23-24 | Your eyes and hair turn a random color determined by a 1d6. 1- red, 2- orange, 3- yellow, 4- green, 5-blue, 6-purple. If this effect is already in place when you roll this, they return to your original color. A remove curse spell ends this effect. |
| 25-26 | You gain one of the following incorporeal traits based on your alignment until your next long rest. Good- a halo floats above your head. Neutral- a flower blooms on your head. Evil- you sprout large devil horns. |
| 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
| 29-30 | Depending on your roll, you are temporarily transported until the start of your next turn. If you rolled 29, you are sent to hell and take 2d12 fire damage (total damage cannot exceed your hit point maximum). If you rolled a 30, you are sent to heaven and recover 2d12 hit points. |
| 31-32 | You cast blink. |
| 33-34 | Maximize the damage of the next damaging spell you cast before you finish a long rest. |
| 35-36 | Roll a d6. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. If this effect is already in place when you roll this, you return to your original age. A remove curse spell ends this effect. |
| 37-38 | You cast inflict wounds on the nearest creature at the end of your next turn. If there aren’t any creatures nearby, you cast it on yourself. |
| 39-40 | You cast cure wounds as a 1d4th level spell on yourself. |
| 41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
| 43-44 | You cast thunder step as a 3rd level spell. |
| 45-46 | You cast levitate on yourself. |
| 47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
| 49-50 | You can't speak for the next minute. Whenever you try, rainbow colored bubbles float out of your mouth. |
| 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
| 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
| 55-56 | Your hair falls out but grows back within 24 hours. |
| 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
| 59-60 | You regain an expended spell slot of 5th level of lower (player choice). |
| 61-62 | For the next minute, your voice booms three times as loudly when you speak. |
| 63-64 | You cast fog cloud centered on yourself. The fog cloud moves with you. |
| 65-66 | You cast call lightning, but it lasts 3 rounds instead of the usual 10 minutes. |
| 67-68 | You are frightened by the nearest creature until the end of your next turn. |
| 69-70 | You and each creature within 30 feet of you becomes invisible for the next minute. |
| 71-72 | You gain resistance to all damage for the next minute. |
| 73-74 | A creature of your choice within 60 feet of you becomes poisoned. |
| 75-76 | You glow with golden bright light in a 30-foot radius for the next minute, and your hair becomes gold and stands straight up. Any creature that ends its turn within 5 feet of you is blinded by your radiant glory until the end of its next turn. |
| 77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
| 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you until your next long rest. |
| 81-82 | You can take one additional action immediately. |
| 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 85-86 | You cast mirror image. |
| 87-88 | You cast fly on yourself and every creature in a 30 foot radius with a duration of 1 minute instead of the usual 10. |
| 89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
| 91-92 | If you die within the next minute, you immediately come back to life with full hit points, rolling on this table when you do so (even if you already surged that turn). |
| 93-94 | You cast enlarge on yourself. |
| 95-96 | You and all creatures within 30 feet of you gain vulnerability to all damage for the next round. |
| 97-98 | You are surrounded by faint (but lively) music until your next long rest. |
| 99-100 | Choose any surge you want (besides this one). |