Chaos Domain

Subclass of the Cleric — Homebrew for Heretics of the Old Gods

Overview

The Chaos Domain draws on the snarl beneath the Hellcatch Flats — a festering wound in the fabric of the world that bleeds wild magic upward through the rock with no pattern anyone has mapped and no logic anyone has decoded. Clerics of this domain — called Snarltouched by those who fear them and Deepreaders by those who take the practice seriously — do not cultivate a relationship with Ashtu. They push against the chaos and occasionally the chaos pushes back in useful directions. Over a lifetime of that exchange, the boundary between the cleric and the snarl begins to dissolve.

At lower levels the Snarltouched are simply people who have survived more chaos than most and learned to navigate it. At higher levels something has changed in them permanently. The magic of the snarl is part of them. It bleeds through their skin. It pulls in the spells of others and expels them as something else entirely. By level 17 they are not channeling the chaos. They are the chaos.

Chaotic Surge

Whenever you cast a spell, roll a d20. On a 1, 2, 19, or 20, a chaotic surge triggers and you must roll on the Chaotic Surge table below to determine the effect.

Chaotic Surge Table (d20)

d20Effect
1A density well collapses inward on you. You are knocked prone and your movement speed becomes 0 until the end of your next turn.
2Time fractures around you. You are affected as though under the Slow spell until the end of your next turn. No save.
3Probability inverts. The spell you just cast affects you instead of its intended target or area.
4A rift tears open beneath your feet. You fall through and reappear 30 feet directly above your original position, taking fall damage normally.
5Gravity reverses in a 15-foot radius around you. All creatures in the area including you float 10 feet upward until the start of your next turn, then fall.
6Time stutters in a 15-foot radius around you. All creatures in the area including you lose their reaction until the start of your next turn.
7The fabric of space compresses around you. All creatures within 10 feet including you are pushed 15 feet directly away from you.
8Probability scrambles. All creatures within 15 feet including you have disadvantage on attack rolls and saving throws until the end of your next turn.
9A gravity well opens at your location. All creatures within 15 feet must succeed on a Strength saving throw against your spell save DC or be pulled 10 feet toward you and fall prone. You fall prone regardless.
10The wound in the world bleeds upward through you. All creatures within 10 feet including you take 2d6 force damage.
11Three illusory duplicates of yourself appear and move with you, as per the Mirror Image spell, until the start of your next turn.
12Rifts open briefly around you. All creatures within 15 feet including you swap positions with the nearest creature within the same radius. Pairs swap simultaneously by proximity.
13Fortune tilts your way. You and all allies within 10 feet may add 1d4 to their next attack roll or saving throw.
14Time accelerates around you. You may immediately take one additional bonus action this turn.
15A portal opens at your feet. You may immediately teleport to any unoccupied space you can see within 60 feet as a free action.
16A density well forms around you, deflecting incoming force. You gain resistance to all damage until the start of your next turn.
17The deep surges upward through you. You regain an expended spell slot of 3rd level or lower.
18Until the start of your next turn, all attack rolls against you and your allies within 15 feet have disadvantage.
19Time folds and you act twice. You may immediately take a full additional turn after this one ends.
20The snarl tears fully open through you. You and all allies within 30 feet gain the benefits of the Blink spell until the start of your next turn without requiring concentration.

Domain Spells

Cleric LevelSpells
3Magnify Gravity, Slow
5Fortune’s Favor, Pulse Wave
7Gravity Sinkhole, Blink
9Temporal Shunt, Gravity Fissure
11Reality Break, Ravenous Void

Features

Level 3: Snarltouched

Your chaotic surge check triggers on a roll of 1 or 20 only, rather than 1, 2, 19, or 20.

Level 3: Channel Divinity — Invoke the Snarl

As a Magic action, you expend a use of Channel Divinity to deliberately trigger a chaotic surge. Roll twice on the Chaotic Surge table and choose which result to apply.

Level 6: Channel Divinity — Still Eye of the Deep

You expend a use of Channel Divinity to ignore a chaotic surge when it triggers, without rolling on the Chaotic Surge table.

Level 7: Chaotic Strike

When you select Divine Strike, roll a d8 to determine the damage type dealt.

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

Level 17: Controlled Chaos

When a creature within 30 feet of you casts a spell, you can use your Reaction to absorb it. The spell fails for the original caster and their spell slot is expended. You then redirect the spell to a new valid target or point of origin of your choice within the spell’s original range, using your spell save DC. This feature works on spells of any level and has no limit on uses.