Chaos Domain

Those who worship deities of chaos are charged in disrupting the order of things that are meant to fall. While senseless chaos is generally agreed on, the most potent of this chaos is used to further the goals of these clerics and their companions, manipulating the very fabrics of magic in order to change fate. Many of these clerics come from gamblers, risk-takers, or those harmed by the lies of order.

Chaos Domain Spells
Cleric LevelSpells
1stChaos Bolt, Color Spray
3rdAlter Self, Mirror Image
5thBlink, Haste
7thConfusion, Polymorph
9thMislead, Teleportation Circle

Influence Danger

At 1st level, whenever you see a spell or attack deal acid, cold, fire, force, lightning, poison, psychic, or thunder damage, you can use your reaction to roll a 1d8 and change the damage type to one associated with your roll, as seen in the Chaos Damage table below.

Chaos Damage

d8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder

You can use this feature a number of times equal to your Wisdom modifier, and regain all expended uses after finishing a long rest.

Chaotic Proficiency

Also at 1st level, whenever you finish a long rest, roll a 1d6. You gain a proficiency of your choice based on the roll, as seen in the Chaotic Proficiency Table below.

Chaotic Proficiency

d6Proficiency
1Cantrip
2Language
3Saving Throw
4Skill
5Tool
6Weapon or Armor

You gain this proficiency until the end of your next long rest, or until you expend a spell slot to reroll this proficiency.

Channel Divinity: Alter Readiness

At 2nd level, you can use your Channel Divinity to alter how ready creatures are for combat.

When initiative is rolled, you can use your Channel Divinity to choose a number of creature that you can see within 60 feet of you equal to half your proficiency bonus. You all roll for initiative twice, and you choose which of these d20's is used as your initiative counts. You must choose which creatures are affected after initiative is rolled, but before the initiative order is established.

Channel Divinity: Disrupt Defenses

At 6th level, you can use your Channel Divinity to alter how a creature defends themselves. Whenever a creature within 60 feet of you would make an ability check or saving throw, you can use your Channel Divinity to spend a reaction and roll a d6. The target of this Channel Divinity uses the Ability Score rolled for their ability check or saving throw as seen in the Chaotic Ability Table below.

Chaotic Ability

d6Ability Score
1Strength
2Dexterity
3Constitution
4Intelligence
5Wisdom
6Charisma

You must choose to use this Channel Divinity before the result of the target's roll is made.

Potent Spellcasting

Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.

Lucky Chaos

At 17th level, your chaos favors you. Whenever you roll on a table from this subclass, you can roll twice and use either roll.