Wizard
Base Class: Wizard

At its heart, magic is wild. It is a beast that cannot be tamed, it is the sudden strike of lightning in a forest without storm. Magic can be found in the rolling of a die and in the spinning of a top. Magic is a force of entropy and chaos. Unlike their more traditionally-minded cousins, this is what those in the School of Chaos believe about the nature of magic.

Other wizards may choose to try and study magic, learn how to control it and bend it to their will, but chaos wizards choose to let magic control them instead. Their spells are often wild and unpredictable. Uninterested by the orderly pursuits of research, a mage of chaos will often confidently claim something that any rational wizard would know to be false. But magic favours chaos wizards, and their strange beliefs will often prove true. Chaos is drawn to chaos.

Fake It 'Till You Make It

When you make an ability check using your Intelligence (Arcana, Religion or History) you may instead choose to roll using your Charisma (Persuasion or Deception).

Chaos Shield

At 2nd level, you have learned to weave a protective ward of chaos magic around yourself. When you are affected by a damaging spell, you can use your reaction to roll a d12 and consult the table below. If the damage type your rolled is the same as that of the spell, your shield rebuffs the attack and your attacker takes the damage you would have received.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

d12 Damage Type
1 Acid
2 Poison
3 Fire
4 Cold
5 Necrotic
6 Radiant
7 Bludgeoning
8 Slashing
9 Piercing
10 Lightning
11 Psychic
12 Thunder

Entropy Feeds Entropy

From 6th level, you gain energy from spells, abilities and items with an element of randomness, such as the Chaos Bolt, Chaos Shield or Deck of Many Things.

When you use a spell, ability or item with a random effect, you also regain an expended spell slot. This slot will always be of the lowest level you have expended, and can be no higher than a 5th level spell slot.

Speak Into Being

Starting at 10th level, you have the magical ability to create small things using your words. As an action, you can make a DC 10 Charisma (Persuasion) check as you confidently proclaim falsehoods about the universe. If you succeed, you can use this to cause one of the following effects, or another effect, should your DM permit it.

Create Creature. You create a creature that already exists in your world, causing it to appear in an unoccupied space within your line of sight. This creature can have a CR equal to the number by which you passed your Charisma (Persuasion) check, such as a CR 2 creature if you rolled a 12.

Create Item. You create an item that already exists in your world, causing it to appear in your hand or, if too large, in an unoccupied space in front of you. The item you produce has a maximum gp value equal to 10x the number by which you passed your Charisma (Persuasion) check.

Anything you create with this feature will disappear when the feature is next used, when you take a long rest, or when you choose to dismiss it as a bonus action on your turn.

Protection Pandemonium

At 14th level, your Chaos Shield has grown in strength to protect you from all forms of magical attack. When you are affected by a spell, you can use your reaction to roll a d8 and consult the table below. If the spell’s school is the same as the school you rolled, the spell is nullified.

This cannot be used in combination with the Chaos Shield feature, and you may still choose to instead use your Chaos Shield to deflect an attack spell directed towards you.

d8 School
1 Abjuration
2 Conjuration
3 Divination
4 Enchantment
5 Evocation
6 Illusion
7 Necromancy
8 Transmutation

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