Chaos Domain
Deities of Chaos desire the destruction of order and the overthrow of the rule of law. They revel in the breakdown of process, in the disruption of well-laid plans and in sowing confusion among their enemies. Chaos also represents the individual over the many and freedom to do as one wishes without the controls imposed by society.
Chaos Domain Spells
Cleric Level | Spells |
---|---|
1 | Tasha’s Hideous Laughter, Guiding Bolt |
3 | Shatter, Crown of Madness |
5 | Dispel Magic, Counterspell |
7 | Confusion, Conjure Minor Elementals |
9 | Animate Objects, Dream |
Disrupting Rebuke
When you first choose this domain, you can rebuke attackers with a jolt of pure chaos. When a creature within 5ft of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 damage (any type, your choice) on a failed saving throw and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Chaos Field
Starting at 2nd level, you can use your Channel Divinity to sow chaos amongst your enemies. As your action, all enemies within 30ft of you must make a Wisdom saving throw. Those that fail are subjected to one of the effects on the table below, determined randomly for each affected target. Each effect lasts until the beginning of your next turn:
1: Garbled Communication: target is unable to receive or give orders (standing idle if it requires orders to act), becomes unable to communicate with any creature through any means and is unable to cast any spells that require Verbal components
2: Lethargy: target moves at half speed and is at Disadvantage for all attacks and saving throws it makes.
3: Dazed: target takes no actions this round. It remains in its current location. It can defend itself, but not take Reactions.
4: Turned: target spends its action trying to move as far from you as possible, using the Dash action if it is able. During this movement, it is unable to move closer than 30ft to you. If there is nowhere to move, the creature remains in place and can use the Dodge action instead.
Feature: 6th
Feature: 8th
Feature: 17th
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