Oath of Chaos - Paladin

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Sacred Oath

Oath of Chaos

The Oath of Chaos calls to those who have a distain for order and authority. Paladins who have taken this oath seek to live freely without the interference from any authority. Taking this oath doesn’t involve any ceremony, instead it only requires that you live free from the shackles of the world.

Tenets of Chaos

Paladins who have taken this oath do not have any strict code, however they do have a few common beliefs.


Chaos. Chaos is the natural state of the universe. Order exists in direct opposition to nature.


Freedom. One’s freedom is valued above anything else. Order limits an individual’s freedom.


Lawless. Laws exist purely to protect those in power. You still have a moral code, this code just isn't based on the law.

Oath Spells

3rd-level Oath of the Chaos feature


You gain oath spells at the paladin levels listed in the Oath of Chaos Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Chaos Spells

Paladin Level Spells
3rd Bane, Chaos Bolt
5th Blur, Crown of Madness
9th Blink, Enemies Abound
13th Confusion, Freedom of Movement
17th Mislead, Reincarnate

Embodiment of Chaos

3rd-level Oath of the Chaos feature


Your divine power reflects your chaotic nature. Once per turn, roll a d20 immediately after using your Divine Smite feature or casting a spell of 1st level or higher. If you roll a 1, roll on the Chaos Magic table (d100) to create a magical effect.


If that effect is a spell, it counts as a spell for your class. If it normally requires concentration, it doesn’t require concentration in this case and lasts for its full duration.

Channel Divinity

3rd-level Oath of Chaos feature


You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.


Anarchy. You can use your Channel Divinity to escape peril. When you fail a saving throw against a spell or magical effect, you can use your reaction to reroll your save. If the reroll succeeds, roll on the Chaos Magic table.


Disarray. You can use your Channel Divinity to throw a creature into disarray. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to give them either advantage or disadvantage on the roll (your choice). You must do so before knowing the outcome of the roll.

Artwork by Lily Abdullina & Ryan Lowe
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Aura of Disorder

7th-level Oath of Chaos feature


You emanate an aura of disorder while you’re not incapacitated. Any hostile creature that starts their turn within the aura’s range must make a Charisma saving throw. On a failed save, the target cannot roll with advantage until the start of their next turn.


The aura’s range is 10ft, which increases to 30ft at 18th level.

Mayhem

15th-level Oath of Chaos feature


When you roll on the Chaos Magic table you can choose to roll twice, instead of once. When you do, you must take both results.

Wildling

20th-level Oath of Chaos feature


You have become the embodiment of chaos and disorder. As a bonus action, you gain the following benefits for 1 minute:

  • Whenever you roll on the Chaos Magic table, you can ignore the result(s).

  • All attack rolls made against you are made at disadvantage.

  • Whenever a creature fails their save against Aura of Disorder, you can force them to roll on the Chaos Magic table. Roll a d100 to see which effect they receive, if you don’t like the result you can ignore it.


You can use this feature once, regaining its use when you finish a long rest.

Chaos Magic

D100 Effect
01 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
02 The next time you roll on the Chaos Magic table, roll one additional time.
03 For the next minute, you can see any invisible creature if you have line of sight to it.
04 For the next minute, you become frightened whenever you are in darkness. Your movement is unaffected by the frightened condition.
05 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
06 For the next hour, anything you touch becomes sticky
07 You cast fireball as a 3rd-level spell centered on yourself.
08 You and all of your equipment are instantly cleaned.
09 You cast Blinding Smite as a 3rd-level spell.
10 You cast Dispel Magic as a 3rd-level spell, targeting yourself.
11 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
12 For the next 1d4 days, food and drink is bland and tasteless.
13 You cast confusion as a 4th level spell, centered on yourself.
14 For the next hour, you gain Sunlight Sensitivity.
15 For the next minute, you regain 5 hit points at the start of each of your turns.
16 You cast Alter Self with the DM deciding your form.
17 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face
18 You cast Find Familiar with your DM deciding the familiar’s form.
19 You cast grease centered on yourself.
20 1d20 copper pieces appear in an unoccupied space within 5ft of you.
21 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
22 For the next minute, you become frightened whenever you are swimming in water. Your movement is unaffected by the frightened condition.
23 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
24 You and a random creature within 30ft switch places.
25 An eye appears on your forehead for the next hour. During this time, you have advantage on Wisdom (Perception) checks that rely on sight.
26 For the next hour, you smell of cooked meat.
27 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
28 You cast Bane. The spell targets yourself and two random creatures within range.
29 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
30 For the next hour, you gain a climbing speed equal to your walking speed.
31 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
32 For the next 1d12 hours, small rain clouds form over your head.
33 Maximize the damage of the next damaging spell you cast within the next minute.
34 Your pockets and pack become infested with harmless insects which disappear after 1d4 hours.
D100 Effect
35 Roll a d10. 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.
36 You are blinded until the end of your next turn.
37 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
38 For the next minute, you are charmed by the nearest creature to you.
39 You regain 2d10 hit points.
40 For 1d4 days, you see the colour blue as red and the colour red as blue.
41 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.
42 For 1d4 hours, you can speak, read, and understand all languages.
43 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
44 For the next minute, you gain resistance to fire damage but vulnerability to cold damage.
45 You cast levitate on yourself.
46 You gain a level of exhaustion. The next short rest you complete removes 1 level of exhaustion.
47 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
48 For the next 1d4 hours, your nose doubles in size and you gain advantage on Wisdom (Perception) checks that rely on smell.
49 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
50 For the next hour, anything you touch becomes covered in a thick layer of dust.
51 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
52 You cast Detect Magic.
53 You are immune to being intoxicated by alcohol for the next 5d6 days.
54 A random creature within 60ft of you regains 2d10 hit points.
55 Your hair falls out but grows back within 24 hours.
56 For the next minute, all attack rolls you make and all attack rolls made against you are made with advantage.
57 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
58 For the next hour, you gain a 60ft swimming speed.
59 You regain your lowest-level expended spell slot.
60 For the next hour, your skin becomes hydrophobic.
61 For the next minute, you must shout when you speak.
62 The next time you deal damage to a creature, you receive half the total damage (rounded down) in psychic damage.
63 You cast fog cloud centered on yourself.
64 You cast Flame Strike as a 5th level spell, centered on yourself.
65 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
66 For the next hour, you cast identify on anything you touch.
67 You are frightened by the nearest creature until the end of your next turn.
68 You cast Armor of Agathys as a 3rd level spell.
69 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
70 For the next 1d12 hours, you have a craving for grass.
D100 Effect
71 You gain resistance to all damage for the next minute.
72 The next corpse you touch has Speak with Dead cast on it.
73 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
74 You are deafened for the next minute.
75 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
76 For the next hour, you become covered in a slippery slime. Creatures have disadvantage on Strength (athletics) checks made to grapple you.
77 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
78 You cast Detect Thoughts.
79 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
80 A random fiend with a CR of 1 appears in an unoccupied space within 30 feet of you. The fiend is controlled by the DM and is hostile to everyone. The fiend disappears after 1-minute.
81 You can take one additional action immediately.
82 Your size decreases by one size category for the next minute.
83 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
84 For the next 24 hours, water tastes like alcohol and alcohol tastes like water.
85 Until the end of your next turn, your speed is halved as frost begins to build up on your body.
86 You cast Darkness centered on yourself.
87 You cast fly on a random creature within 60 feet of you.
88 Your hair continuously changes it colour for the next hour.
89 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.
90 You cast Speak with Animals. However, for the duration of the spell you are incapable of speaking in a language humanoids can understand. Spells which require a verbal component can still be cast.
91 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
92 For the next minute you cannot regain hit points.
93 Your size increases by one size category for the next minute.
94 For the next hour, your ears double in size. You have advantage on Wisdom (Perception) checks which rely on hearing.
95 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
96 You cast Lesser Restoration on yourself.
97 You are surrounded by faint, ethereal music for the next minute.
98 For the next minute, your swimming speed is reduced to 0. If you start your turn in water, you sink 15ft, assuming the water is deep enough.
99 You regain one expended spell slot of your choosing.
00 Nothing happens or With your DM’s approval, roll a d20. If you roll a 1, you draw a random card from a Deck of Many things.
 

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