Cleric Domain: Chaos
Clerics of the Chaos Domain are as varied and unpredictable as their name suggests. The most benevolent among them battle tyrants and overturn unjust hierarchies, letting individual freedom and change flourish. Some are inscrutable tricksters whose whims and reasoning may only be known to their gods. Others still become conduits of madness and entropy, who rage against the constraints imposed on them by society, reality, or the higher powers of the multiverse.
A wide array of gods may offer this domain: those of luck or misfortune such as Tymora and Beshaba, those of freedom such as Lliira and Corellon, those of lies and subversion such as Cyric and Mask, or those of apocalyptic disorder such as Talos and Tharizdun, among many others. Each god will define chaos differently, and each cleric accordingly forges their own path.
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Chaos Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bane, chaos bolt |
| 3rd | Nystul's magic aura, shatter |
| 5th | gaseous form, haste |
| 7th | confusion, freedom of movement |
| 9th | animate objects, awaken |
Subversive Knowledge
When you choose this domain at first level, you learn one cantrip from any class spell list, and it counts as a cleric cantrip for you. You also gain proficiency in one of the following skills of your choice: Arcana, Deception, Intimidation, or Persuasion.
Channel Divinity: Twist Fate
Starting at 2nd level, you can use your Channel Divinity to slightly perturb the course of reality in an unpredictable way.
Whenever you or a creature you can see rolls a d20 for any reason, you can use your reaction to roll a new d20 to replace it. You may do this after the die is rolled but before the outcome is determined; the outcome is then immediately determined using this new roll.
Credits
Image: Izzy, "War Priest of Thune". Written by u/grim_glim.
Embodiment of Autonomy
By 6th level, your supernatural presence rejects anything that tries to control or suppress you. When you fail a Charisma or Wisdom saving throw, or a Constitution saving throw meant to maintain concentration, you may roll 2d4 and add it to the save, potentially changing the outcome.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all expended uses of it when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with unshaped wild energy. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Channel Divinity: Mercurial Being
At 17th level, you can use your Channel Divinity to amplify your ongoing chaotic magic, temporarily transmuting yourself into anarchic matter.
At any time while concentrating on a spell, you can use Channel Divinity to become immune to the grappled, paralyzed, petrified, and restrained conditions, and gain the benefits of half cover. You may also teleport to an unoccupied space you can see instead of your normal movement on each of your turns. The maximum distance of this teleportation is equal to your movement speed.
These benefits end once your concentration ends. Once you use Channel Divinity in this way, you cannot do so again until you finish a short or long rest.