Chaos Domain

The chaos domain is all about embracing the entropy in the multiverse and the elements. Some survive, you thrive.

Chaos Domain Spell List

Cleric Level Spells 1st Armor of Agathys, Chaos Bolt 3rd Knock, See Invisibility 5th Blink, Melf's Minute Meteors 7th Galder's Speedy Courier, Polymoph 9th Conjure Elemental, Greater Restoration

Locus of Chaos

Starting at 1st level, whenever you cast a spell that isn't a cantrip, you can choose to infuse the spell with chaos. You spend the spell slot as normal, but the spell's effects are treated as if the spell had been cast at the next higher level spell slot. When you use this ability, roll on the Wild Magic Surge table to create a random magical effect.

You can use this ability a number of times equal to your Wisdom modifier, and regain all uses at the end of a long rest.

Channel Divinity: Weird of the Maelstrom

Starting at 2ed level you gain the ability to conjure the maelstrom of the elemental chaos.

As a bonus action, you wreath yourself in shifting energy. For the next minute, any time a creature attacks you, or forces you to make a saving throw, they take 1d8 damage. The number rolled on that die determines the damage type, as shown below.

This damage increases to 2d8 at 10th level.

Weird of the Maelstrom Damage Table

d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder

Eye of the Storm

As of 6th level, whenever you would take damage that matches a type on the Weird of the Maelstrom table, roll a d8. If you roll the number that matches the type that you would receive, you can use your reaction to gain immunity to that damage type for the triggering attack.

Credits: Prismatic Spray (Art): Wizards of the Coast Wizard (Art): Paizo Publishing

Divine Strike: Force of Will

Starting at 8th level, you learn to channel the chaos of your soul, the magic around you, and the essence of the planes into your strikes.

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 damage according to the Weird of the Maelstrom damage table. When you reach 14th level, the extra damage increases to 2d8 (Each dice determines its own damage type).