Wizard
Base Class: Wizard

Wizards that choose this school are subject to dangerous risks and high rewards, huge power can be given to wizards in this school, but it may well consume you.

Chaotic cantrips

When you select this school, you open your eyes to other forms of magic, allowing you to learn a single cantrip of your choice and future cantrips can be from any class.

Imbue Chaos

Beginning at 2nd level, you can choose to tap into and use the Chaos energy of the planes to boost your spells. Whenever you cast a spell this energy can be used to alter the spells arcane power randomly by mixing it with chaos.

Chaos table

Chaos Table

1d100

Effect

1d100

Effect

01-02

Roll on this table at the start of you turn for the next minute, ignoring this result on subsequent rolls.

51-52

A large shield with 10hp appears in front of you providing you full cover

03-04

For the next minute you are invisible.

53-54

You are immune from being intoxicated by alcohol for 5d6 days

05-06

A random beast of CR 1 or lower controlled by the DM appears in an unoccupied space within 5ft of you, then disappears 1 minute later.

55-56

Your hair falls out, but returns in 24 hours

07-08

You cast Fireball as a 3-level spell centred on yourself.

57-58

A tree of height 4d6 feet grows where you are standing

09-10

You cast Chaos bolt at 3 level, if it travels to another creature it is the closest.

59-60

You regain an exhaustion point

11-12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is even, you grow. If the roll is odd, you shrink.

61-62

For the next minute you shout instead of speaking

13-14

You cast confusion centred around yourself.

63-64

You cast fog cloud centred around yourself

15-16

For the next minute, you regain 3 hit points at the start of your turn.

65-66

a creature of your choice and two randomly chosen creatures within 30ft take 2d10 lightning damage

17-18

Orbs of chaos energy harmlessly float around you.

67-68

Your chaos goblin appears

19-20

You cast Erupting Earth at 3 level centred around yourself.

69-70

Each creature within 30ft of you turn invisible for the next minute. If they attack or cast a spell this ends.

21-22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

71-72

You are thrown 60ft into the air and slow fall back down

23-24

You can only speak Draconic, a remove curse spell can end this.

73-74

A random creature within 60ft of you becomes poisoned.

25-26

Your movement speed increases by 10ft.

75-76

You glow with bright light any creature that ends its turn within 5 ft of you is blinded until the end of its next turn.

27-28

The next spell you cast is a bonus action.

77-78

You turn into a random beast for the next minute. If you are reduced to 0 hit points you revert back and take any excess damage.

29-30

You teleport randomly to a location within 60ft.

79-80

You see yourself in the 3 person

31-32

You are transported to Limbo for a 1d4 turns

81-82

You can take another action immediately

33-34

The next damaging spell you cast does its maximum damage

83-84

Each creature within 30ft of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the damage dealt.

35-36

You gain a random memory of a creature you have previously killed

85-86

You cast mirror image.

37-38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60ft of you and are frightened of you. They vanish after 1 minute.

87-88

You cast Fly on a random creature within 60feet of you.

39-40

You regain 2d10 hit points.

89-90

The closest creature to you is transported to limbo for a turn.

41-42

Ice imprisons you for 1 d4 turns unless broken

91-92

If you die within the next minute, you immediately are brought back as if by the reincarnate spell.

43-44

For the next minute you have a jump height of 10ft

93-94

Your size category increases for the next minute.

45-46

A gravity well appears around you, roll a d4 if even it attracts, if odd it repels

95-96

You gain vulnerability to piercing damage for the next minute, but resistance to all others.

47-48

An ancient relative of yours appears to help you for a minute before disappearing

97-98

You are surrounded by faint music, it follows no pattern and appears irregular.

49-50

You cant speak, if you try you vomit chaos

99-00

You regain all used spell slots

 

Chaos incarnate

Starting at level 6, you understand how to give your body over to chaos to power your spells.

Corruption point table:

1: all spells must roll on the Chaos table 

2: if the effect of a Chaos table effect is good roll again using the new roll

3: You movement and maximum hit points is halved

4: You have disadvantage on constitution, dexterity and strength saves and checks

5: Chaos swarms your body for every action roll a DC 15 wisdom save, on a fail you lose control and attack the closest creature. You also have the poisoned trait.

6: Your body succumbs to chaos and you die your body is absorbed into Limbo

You lose 2 Corruption points through a Greater Restoration spell

You lose 1 Corruption point through a long rest

Chaos Outburst (1 action)

Upon use every creature with 30ft. must make a constitution save against your Spell save DC on a fail they take 1d10 damage per Corruption point, on a success they take half damage.

Corruption blast (1 bonus Action)

The next time you cast a spell you can cast more spells equal to your Corruption level each expending a spell slot but no action.

Embody Chaos (1 bonus action)

Gain a 2d10 temporary hit points per Corruption level, and increase your strength stat by 4 for 1 minute. Your unarmed strike now does magical damage equal to your spell attack modifier

Summon Chaos (1 action)

You summon a creature from Limbo dependant on your Corruption level (see table below) The creature fights for 1 minute before returning to limbo. Every time the creature is hit it will roll a wisdom check at disadvantage against your spell save DC, if it succeeds then it returns to Limbo. The creature obeys your commands, If you die or are incapacitated it will continue to carry out your final wish, before returning, it no longer rolls at disadvantage on wisdom saves.

Corruption level:           Monster:

            0                           Core Spawn Crawler

            1                           Nothic 

            2                           Grell

            3                           Chuul

            4                           Otyugh

            5                           Core Spawn Emissary

Chaos resistance

Beginning at 10th level, whenever you gain a corruption point you can roll a d20, on a 1 you gain 2 points, on a 2-10 or lower you gain 1 point, on a 11-19 you don't gain a point on a 20 you lose a point. If you have any Corruption levels remove it from your roll.

Absorb Chaos

You have learned to absorb the life force of creatures and use it to quell the screaming chaos within. Every time you land a finishing blow on a creature you can choose to siphon their chaos energy to reduce your own. You can do this a number of times equal to your Intelligence modifier.

Portal to Limbo

You can gain a Corruption point to tear open a rift into Limbo, once within you can open up another rift back to the material plane in a random location.

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