Sacred Oath: Oath of Chaos

Paladins who swear the Oath of Chaos act as active agents of wild probability, living catalysts of change, and untamable liberators. They view rigid systems, unyielding dogmas, and enforced order as stagnation, striving instead to force evolution through unpredictable action and absolute freedom.

Tenets of Chaos

  • Change is the Only Constant. Stagnation is death. Constantly force systems, ideas, and battles to evolve.
  • Be the Butterfly. A single strike or small spark can overturn empires; embrace the unpredictable ripples of your actions.
  • Break Every Cage. No prison, rigid dogma, or spell has the right to bind free will or restrict movement.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rdchaos bolt, expeditious retreat
5thmisty step, shatter
9thhypnotic pattern, sleet storm
13thdimension door, polymorph
17thpasswall, animate objects

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Unshackle Loyalty. As an action, you shatter the rigid allegiance of a creature you can see within 30 feet of you whose Challenge Rating is equal to or less than half your Paladin level (rounded down). The target must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes indifferent toward you and your companions for 1 hour and cannot willingly attack you or your companions while indifferent. The creature acts independently. If you or your companions deal damage to the target, it immediately makes a new Wisdom saving throw to end the effect. When the duration ends, the DM determines its attitude based on how it was treated.

Chaotic Swap. As an action, you force two creatures (Medium or Small) within 30 feet of you to swap places. A creature cannot be swapped into an occupied space. You can choose yourself as one of these targets. Unwilling targets must succeed on a Charisma saving throw against your spell save DC to resist the swap.

  • The Chaos Twist: Roll a d4. On a 1, the magical tether snaps out of control. If swapping two other creatures, you misfire and swap places with one of the targets instead (DM's choice). If swapping yourself, the DM chooses which valid creature within 30 feet you swap places with instead.

Volatile Smite

Starting at 3rd level, whenever you use Divine Smite and roll a 1 on the first Divine Smite damage die, the chaotic magic overflows. You immediately roll a d12 on the Table of Volatile Entropy. You can trigger this feature only once per turn.

Entropy's Favor

At 3rd level, you manipulate wild probability to gain advantage on one attack roll, ability check, or saving throw. Once you use this feature, you cannot use it again until you finish a short or long rest.

Before you regain the use of this feature, you recharge it immediately whenever one of the following occurs (max once per turn):

  • Natural Entropy: Immediately after you resolve a roll on the Table of Volatile Entropy triggered by Volatile Smite.
  • DM Impulse: The DM forces you to roll on the Table of Volatile Entropy immediately after you cast an Oath spell or use Divine Smite.
Smiles - Oath of Chaos Paladin

Table of Volatile Entropy

d12 Effect
1Entropic Backlash. Violent magic tears outward. You and the target both take Necrotic damage equal to your Charisma modifier + half the Smite damage dealt (rounded down).
2Gravity Collapse. Space warps violently around the strike. All creatures of your choice within 10 feet of the target must succeed on a Strength saving throw or be pulled to an unoccupied space adjacent to the target and knocked prone.
3Mind-Fraying Flash. A blinding flash of eldritch light erupts. You and the target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
4Bleeding Rift. The target is surrounded by dimensional fog until the start of your next turn. Attacks against the target do not suffer disadvantage from the fog, and the next successful attack against it deals an extra 1d6 Force damage.
5Vampiric Rupture. Black lightning arcs across the wound. The target takes maximum damage on your Smite dice, and you regain hit points equal to half the radiant damage dealt by the Divine Smite.
6Anarchic Surge. The strike erupts in pure raw force. The target takes double the radiant damage dealt by your Divine Smite and is pushed 20 feet away from you.
7Improbability Shift. Reality briefly stumbles into absurdity. The target's weapon or spellcasting focus temporarily transforms into a rubber chicken until the end of its next turn — purely cosmetic, no mechanical effect.
8Perspective Shock. The strike forces an overwhelming wave of objective cosmic perspective. The target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you and incapacitated until the start of your next turn.
9Babel Scramble. Hostile creatures within 15 feet of the target take 1d6 Psychic damage and must succeed on a Constitution saving throw or be unable to speak or cast spells with verbal components until the end of their next turn.
10The Ultimate Answer. Probability converges on absolute certainty. You deal an extra 4 Force damage, and the next attack roll, saving throw, or ability check made by you or an ally within 30 feet within 1 minute gains a +10 bonus.
11Gravity's Joke. If you are airborne, you become a Large whale until the end of your next turn and immediately fall, taking fall damage normally. No effect if you are not airborne.
12Butterfly Effect. A harmless cloud of glowing, multicolored butterflies erupts from the strike and flutters around you for 1 minute.

The Answer

Beginning when you take this oath at 3rd level, the universe occasionally recognizes profound cosmic significance in mundane chaos. Whenever you roll a 42 on any die, damage total, or check (a single die, a summed damage roll, an ability check total, or any other roll you make), reality briefly stutters in recognition.

You may immediately choose one of the following effects:

  • Don't Panic. You and each ally within 30 feet gain temporary hit points equal to twice your Paladin level, and advantage on your next saving throw made within 1 minute.
  • So Long, and Thanks for All the Fish. You and up to two allies within 30 feet may immediately move up to your speed without provoking opportunity attacks, ending prone if you were prone, and each make one weapon attack as part of this movement.
  • Mostly Harmless. Every hostile creature within 15 feet that can see or hear you must succeed on a Wisdom saving throw against your spell save DC or become incapacitated and unable to take reactions until the start of your next turn, utterly convinced that none of this matters.
  • 42. You deal an extra 4d10 Force damage to one creature you can see within 60 feet, or restore 4d10 hit points to one creature you can see within 60 feet.

Once you benefit from The Answer, you can't do so again until you finish a long rest — the universe rarely repeats a joke twice in one session.

Aura of Unbound Chaos

Beginning at 7th level, you project a 10-foot aura of wild freedom. You and friendly creatures within your aura are immune to being restrained or grappled, have advantage on saving throws against being restrained or against effects that would reduce your speed, and difficult terrain costs you no extra movement.

At 18th level, the range of this aura increases to 30 feet.

Unfettered Shift

Starting at 15th level, when an effect would cause you to be knocked prone, reduce your speed, or move you against your will, you can use your reaction to negate that effect and teleport up to 20 feet to an unoccupied space. This teleportation does not provoke opportunity attacks.

Avatar of Pure Anarchy

At 20th level, as an action, you transform into a living force of total liberation for 1 minute, gaining the following benefits:

  • You are immune to the charmed, frightened, grappled, paralyzed, restrained, and stunned conditions.
  • You gain a flying speed equal to your walking speed, moving through solid objects and creatures as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage and are moved to the nearest unoccupied space.
  • Whenever you make a weapon attack, you can declare before rolling that you are making the attack with disadvantage. If the attack hits despite disadvantage, you immediately roll on the Table of Volatile Entropy.

Once you use this feature, you can’t use it again until you finish a long rest.