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, Dispel Magic 7th Galder's Speedy Courier, Polymoph 9th Conjure Elemental 11th Disintegrate 13th Prismatic Spray

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 a d20. On a result of 1-5, you take 1d8 psychic damage per level of the spell cast, on a result of 20, you regain the spell slot spent on the casting.

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.

When a creature hits you with a melee weapon attack, you can use your reaction to explode with chaotic energy back at them. they must succeed on a dexterity saving throw or take 1d8 + your cleric level damage according to the Maelstrom Damage Table, or half damage on a successful save.

Maelstrom Damage Table

d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force d8 Damage Type 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 Maelstrom Damage 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

Potent Abilities: 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.

When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 damage according to the Maelstrom Damage Table to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.