Path of Chaos

Those on the Path of Chaos serve the ideals of Pandemonium and its divine trinity, Empath, Varence, and Primson. They seek to live freely, without constraint.

Path of Chaos Spells

Priest Level

Spells

1st

Cause Fear, Chaos Bolt

3rd

Crown of Madness, Blur

5th

Blink, Fear

7th

Confusion, Banishment

9th

Contagion, Mislead

Channel Divinity: Rebuke of Control

As an action choose 4 creatures you can see within 60 feet of you and either advantage or disadvantage. Until the end of your next turn their attack rolls, ability checks, and saving throws cannot be made with advantage or disadvantage based on your choice.

Spontaneity

Roll

Damage Type

1

Acid

2

Cold

3

Fire

4

Force

5

Lightning

6

Necrotic

7

Poison

8

Radiant

9

Thunder

10

Add 1d4 to the damage of your attack, and roll again on the table to determine the type

At 1st level, whenever you deal damage, you can call upon your connection to chaos to change the damage type. Roll a d10 and consult the following table to determine what type of damage your attack deals.

Alternatively, when you deal damage you can use your understanding of chaos to navigate the endless sea possibilities open to you. Roll a d20. On a ten or higher, you can select a damage type from the table below. On a failure, you must roll on the table to determine your attack's damage type, and you take 1d4 damage of that type. You can use this ability a number of time equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finished a short or long rest.

Self Confidence

At 6th level, your familiarity with the forces of chaos and free will has instilled you with an unfaltering confidence in who you are. You have advantage on saving throws made against being charmed, and you have advantage on saving throws made against spells from the Enchantment school of magic.

Overwhelming Possibility

At 11th level, whenever you are the target of a melee attack you can use your reaction to overwhelm your opponent with the overwhelming prospect of infinite possibilities. The target must make a Wisdom saving throw against your spell save DC. If they fail they take 2d8 psychic damage and have disadvantage on their attack roll against you. Creatures with ties to Mechanus, such as Mechanical Soldiers, have disadvantage on the saving throw.

Magic Interference

At 18th level, when a creature casts a spell within 30 feet of you, you can use your reaction to force them to make an Intelligence saving throw against your spell save DC. On a failure the spell is not cast and they suffer a Wild Magic surge as detailed in the Wild Magic sorcerer description. If the creature is not a sorcerer then they reroll all sorcerer specific effects. After you use this feature you may not use it again until you complete a short or long rest.