Wizard
Base Class: Wizard

A very select few wizards study under the School of Chaos making this type of magic extremely rare. Wizards who specialize in the School of Chaos seek to understand and harness the raw, untamed power of pure arcane magic. They learn to draw magic from their surroundings, but the unrefined nature of this magic often leads to unpredictable and chaotic results. These wizards are often seen as unpredictable and dangerous, and their reputation precedes them.

Chaos Initiate

Starting at 2nd level, whenever you cast a spell of 1st level or higher that deals damage, you invoke the influence of Chaos Magic. Roll a d6, on a 5 or 6 roll on the Chaos Magic Table. Roll a d6 to determine the effect, as shown in the Chaos Magic table below.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence Modifier.

If the effect does X damage, X is equal to the level of the spell cast to trigger the effect.

On a 1- A pulse of magic emanates from your feet warping and twisting the ground around you. The ground in a 30 ft. radius around you becomes difficult terrain.

On a 2- A wave of magic washes over the battlefield. All creatures of your choice within a 20 ft. radius around you must succeed on a Wisdom saving throw or become disoriented making all attacks be rolled at disadvantage until the end of your next turn.

On a 3- You release a burst of chaotic energy. All creatures within a 20 ft. radius around you must succeed on a Dexterity saving throw or take Xd6 Force damage. On a success, the target takes half of the total damage.

On a 4- Your spell spirals out of control and lets off bolts of magical energy striking two other random enemies. Make a spell attack against two random enemies with each bolt dealing half of Xd6 (Minimum of 1d6 per bolt). The damage type for the bolts is the same as the damage type of the original spell.

On a 5- The spell becomes unstable and fractures, splitting apart like light through a prisim. The range of the spell becomes a cone with a length equal to the distance or diameter of the spell. All creatures caught in the cone must succeed on a Dexterity saving throw or get hit by the spell.

On a 6- The spell becomes volatile, creating an echo-like trail behind itself. The spell that triggered the Chaos Magic is cast again at a random target within 60 feet of the caster.

Reality Weave

Beginning at 2nd level, you gain the ability to manipulate the untapped magic to weave a shield around you. When you are hit by an attack or spell you can use your reaction to add your Intelligence modifier to your AC or DC depending on what you are hit by. Once you use this feature, you must finish a long rest before you can use it again.

Chaotic Fracture

Starting at 6th level, you get a better grasp on controlling and redirecting the raw magic around you and have learned how to coalesce it into a singular point, causing a fracture in reality. You gain the ability to manifest a fracture in an unoccupied space 60 ft. away that you can see as an action. While manifested the fracture emanates a faint glow and pulsates with magic. 

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the fracture’s space, instead of your own.

As a bonus action, you can cause the fracture to warp reality. Upon activation, roll on the Chaos Magic table and cast the effect from the fracture. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Empowered Entropy

Beginning at 10th level, your understanding of the nature of raw magic and reality strengthens. Whenever you use Reality Weave you can add your Proficiency bonus as well. Additionally, whenever you roll on the Chaos Magic table you roll a d10 instead, gaining new effects.

On a 7- You draw in magic from the surrounding area and form a tear in reality between two points. You create a portal that is 10 ft. tall and wide in front of you and in an unoccupied space up to 60 ft. away. If any creature enters the portal they exit out the other side. You can use a bonus action to close the portal.

On an 8- Your spell goes haywire and creates a prism-like barrier around the target in a 10 ft. radius, nullifying the effect of all magic in the vicinity except for your Chaotic Fracture.

On a 9- Your spell reaches critical stress and explodes before hitting your target. Before your spell reaches its target it is destroyed and all creatures within a 20 ft. radius must succeed on a Dexterity saving throw or take 2Xd8 force damage, on a success the target takes half as much.

On a 10- Your spell splits the very fabric of the planes themselves. When your spell is cast it rips open a hole into one of the 4 Elemental Planes determined by a 1d4 roll. The rift closes after 18 seconds (Three Full Turns)

  • 1- Plane of Fire- 30 ft. in the sky a hole is opened into the Elemental Plane of Fire scorching the entire area below. If a creature begins its turn within a 30 ft. radius of the rift it must succeed on a Constitution saving throw or take 8d6 fire damage. On a success, they take half as much damage.
  • 2- Plane of Air- 30 ft. in the sky a hole is opened into the Elemental Plane of Air striking the area below with lightning. At the beginning of each of the caster's turns lightning strikes two random targets within a 30 ft. radius. Each target must succeed on a DC 13 Dexterity saving throw or take 8d8 lightning damage. On a success, they take no damage.
  • 3- Plane of Water- On the ground, a hole into the Elemental Plane of Water is ripped open spilling out a large wave of water. Each creature within a 30 ft. radius must succeed on a Dexterity saving throw or take 10d6 cold damage. On a success, they take half as much damage.
  • 4- Plane of Earth- On the ground, a hole into the Elemental Plane of Earth is ripped open causing quakes to shake the battlefield. If a creature ends its turn within a 30 ft. radius of the rift it must make a Strength saving throw or take 6d6 non-magical bludgeoning damage and be knocked prone. On a success, they take half as much damage and are not knocked prone.

Reality Collapse

At 14th level, you gain the ability to create a distortion in reality that lasts for a short time. As an action, you can cause the fabric of reality in the area around your Chaotic Fracture to become distorted. For the next minute, any creature of your choice within a 30 ft. radius of your fracture must succeed on an Intelligence saving throw of a DC 20 or have disadvantage on all attack rolls, and ability checks, and be placed under the effects of the Confusion spell. On a success, the target does not fall under the distortions conditions. If a creature of your choosing that has not been previously affected enters the radius it must also succeed on the saving throw or be placed under the distortion's effects.

The distortion lasts for 1 hour before it dissipates. Once you use this feature, you must finish long rest before you can use it again.

At the end of its turns, an affected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target. 

Flumlock's School Of Reality Image

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