Base Class: Sorcerer
Chaos mages are specialists who have chosen to master the unpredictable art of casting wild magic, a form of arcane magic noted for its erratic behavior and random effects. Chaos mages believe that the attempts of others to codify and define magic was a useless pursuit that could end only in failure. Instead, they seek out what they consider magic in its purest form, accepting the risks that came along with wild magic in exchange for the chance to realize even more power in the random chaos of a spell. Like other practioners of wild magic, chaos mages draw their power from the entropic power of the planes, particularly the elemental and para-elemental planes, which they gain through unusually potent exposure to the forces that ran there, such as through birth on one such plane or spending a massive amount of time there.
While all spellcasters must accept the fact that magic is a powerful and often unpredictable force, most believe that through the proper training and diligence it is something that one can learn to control. Like their sorcerous brethren, chaos mages reject this precept, believing instead that controlling arcane magic is a futile goal that only limited one's potential to preconceived ideas of order. Instead, chaos mages embrace the randomness of unrefined wild magic, channeling it through their bodies like an electrical current, letting it flow through them in bouts of extraordinarily powerful spells. In many cases, this gives chaos mages a degree of power uncommon to other mages. At other times, however, the forces with which a chaos mage dabbles backfires, a risk that all chaos mages accepted as a natural consequence of playing with proverbial—and sometimes quite literal—fire.
This unusual approach towards magic means that most chaos mages prefer to operate alone. Chaos mages feel that they have little to learn from the strict practices of other arcanists and likewise feel they have nothing to give those that with the right attitude and gifts couldn't already acquire on their own. This does not, however, mean that all chaos mages are cloistered individuals, hiding themselves away, though many were. Some are true heroes, who use their unusual grasp of the arcane to fight tyranny and injustice wherever they go—whether by choice or as a consequence of one of their wild surges whisking them off to places unknown. Others are villains, wielding their power as a weapon to oppress or destroy others. Yet others are truly mad, believing it is their purpose in life to spread as much chaos and instability as possible. And perhaps even more rare & dangerous, Some are outcasts of society, believing the world has wronged them & everyone in it, wanting to rewrite the rules themselves with their own power.
With enough time and practice some may even learn to fully master chaos magic, believing themselves to be akin to the gods of old in the way they control the worlds foundations. However, most chaos mages do end up dying quite young due to the volatility of the craft they practice in. One thing is for certain though when it comes to them. Just like Chaos, no one Chaos Mage is the same.
Student of Chaos
Beginning at 1st level, you learn to rely on your gut instincts and base hunches when working magic, rather than all those years of study and research your master engrained in you. You gain proficiency in Arcana, and you learn the Bane spell which can be cast at will without expending a spell slot like a cantrip.
Chaos Surge
Whenever you cast a spell, you may voluntarily choose to channel more arcane energy into the effect than is typically required. Doing so grants you one—and only one—of the following benefits with that spell, which you may choose each time you cast a spell in this fashion:
1. You may add your spellcasting ability modifier to the spell's damage. If multiple damage dice are rolled, such as with a fireball spell, the bonus is only applied once. If multiple bolts or effects are created that each deal individual damage, such as with a magic missile spell, the bonus applies to each individual effect.
2. Your saving throw DC for the effect is increased by +2.
3. The duration or range (choose one) of the spell is increased by 2x.
However, when you do cast spells in this manner, you are also forced to make a Chaos Surge roll as channeling that much energy is unpredictable and often times dangerous. You must also roll for a Chaos Surge if one of your spells is counterspelled, but this is considered an involuntary surge, meaning class features that rely on voluntary surges are not triggered.
You do not have to roll for a Chaos Surge when casting cantrips or a Chaos Bolt, but still gain one of the aforementioned benefits. You may still choose to voluntarily trigger a Chaos Surge with your cantrips if you choose. Refer to the Chaos Table below to determine the result after you roll a d10:
| Dice Roll | Consequence |
| 1 | For the next minute, any flammable object you touch bursts into flame. |
| 2 | Maximize the damage of the next spell you cats within the next minute. |
| 3 | Each creature within 60 feet of you takes 1d12 force damage |
| 4 | Your size increases by one size category for the next minute. |
| 5 | You gain resistance to all damage for the next minute. |
| 6 | You immediately take 3d6 psychic damage. |
| 7 | All allies within 30 feet of you heal up to 2d10 hitpoints |
| 8 | For the next hour, any creature you touch takes 2d6 lightning damage |
| 9 | A gust of wind blows outward from you for the next hour. All creatures within 40 feet of you can feel it, but it otherwise does nothing |
| 10 | A circular wall of force appears around you with a radius of 15 feet. Any creature in the spaces covered or within 5 feet of the wall must make a Dexterity saving throw against your spell DC or take 5d10 force damage. The wall remains for 1 minute. |
Torrent of Power
At 6th level, once per short rest, whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you may substitute that damage type with force damage, or substitute force damage with one of the others as well. Each time you trigger a voluntary chaos surge, you regain this class feature.
Eye of the Storm
Beginning at 14th level, whenever you cast a spell that would affect an area, you can choose to create pockets of relative safety within the effect. You can choose a number of squares equal to spellcasting ability, plus whatever square you are currently in if you so desire. Creatures within those squares automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Doing so automatically triggers a Chaos Surge, though creatures within the pockets of safety are unaffected by the surge whether its effect is harmful or beneficial.
Master of Chaos
At 18th level, whenever you use a magic item that has charges, you may voluntarily trigger a Chaos Surge in exchange for not expending any charges from the item. Additionally, you become resistant to Force damage.
Lastly, whenever you voluntarily cause a Chaos Surge with one of your spells or items, you may spontaneously convert a used spell slot into a free spell slot. Roll a d10 to determine if you do. If it lands on a number you have a used spell slot in you may replace that slot with a free slot. If it lands on a 10 however, it causes an additional Chaos Surge.
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