Base Class: Sorcerer
Due to lineage, happenstance, or even deliberate discovery, you have been imbued with the unpredictable power of the planes of chaos. Magic hears your call, but will not listen to your direction. You may grow in your capability of wielding these wild magics, but the anarchic forces at work will never be truly subdued by your will.
Anarchy Arcanum
1st-level Chaos Conjury feature
You learn additional spells when you reach certain levels in this class, as shown on the Anarchy Arcanum table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or an evocation spell from the sorcerer, warlock, or wizard spell list.
Anarchy Arcanum Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | magic missile, faerie fire |
| 3rd | enlarge/reduce, mirror image |
| 5th | blink, hypnotic pattern |
| 7th | confusion, polymorph |
| 9th | animate objects, reincarnate |
Shard of Limbo
1st-level Chaos Conjury feature
With a minute of concentration, you pull into your hands a crystalized piece of Limbo itself.
This shard can be stored, or shared. Be warned: this shard chafes at being constrained to the form of stable matter, and will disintegrate at the end of the day unless it is used. If used while casting a level one or higher spell, the effects will be as powerful as they are unpredictable. Roll a d100, and consult the Surge of Chaos table, and the effect takes place along with the spell being cast.
You are only able to produce these chaotic shards proficiency bonus times per day, reset upon a long rest.
Surge of Chaos
Many of your skill revolve around a surge of wild magic. Roll a d100 to see which effect takes place.
|
d100 |
Effect |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast plant growth as a 3rd-level spell centered on yourself, taking effect even if no plants were present. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
37–38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain all expended sorcery points. |
Surrender to Chaos
6th-level Chaos Conjury feature
Once per day, you can as an action roll a d6. Choose a corresponding number of spells, and replace them with a random spell of equal level.
Alternatively, you may welcome the tides to sooth you, returning all default Anarchy Arcanum spells.
Bastion of Bedlam
6th-level Chaos Conjury feature
In reaction to being attacked, you may channel a font of discordant defensive sorcery, channeling it into an unpredictable but protective effect.
When you are attacked, roll a d6. Based upon the Bastion of Bedlam table below, the corresponding spell is cast. This ability can be used proficiency times per long rest.
|
Bastion of Bedlam |
|
|
1 |
shield on yourself before the attack lands |
|
2 |
mage armor on yourself before the attack lands |
|
3 |
hellish rebuke on the target after the attack lands |
|
4 |
false life on yourself before the attack lands |
|
5 |
death ward on yourself before the attack lands, lasting until your next turn. |
|
6 |
Cure wounds on yourself after the attack is made |
Chaos Within
14th-level Chaos Conjury feature
Your time dealing with the power of the planes of Chaos has allowed you the will to contain that power, and release it as you please. Every 1d4 days, you may roll a charisma bonus number of d100 dice.
Consult the Surge of Chaos table for the what effects you may keep in hand. You may release these effects as a bonus action.
When you use this feature again, all previously held effects will be lost, and then roll new d100 dice to determine the new Surge of Chaos you hold.
Lord of Chaos
18th-level Chaos Conjury feature
With pure determination, you may bend chaos to your will for one minute. While concentrating on this effect, you may use any Surge of Chaos effect you desire. Each Surge of Chaos effect can only be used once during this effect's duration
This effect ends afterwards, or when you lose concentration.
This effect cannot be used again until you complete a long rest.
Previous Versions
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Posted Sep 19, 2022Updated to clarify a few areas, make a few options clearer for the character sheet, fix minor typos and formatting issues.