Wizard
Base Class: Wizard

You have dedicated your studies to the wild forces of chaos. Though they are not something that can be controlled, you have learned to work with them to boost your magic and expand your skills.

Random Talents

Beginning at 2nd level, your study of the forces of chaos has taught you to thrive in unexpected situations. When you make an ability check or an attack roll with a skill, tool, or weapon with which you are not proficent, you can choose to add a bonus equal to your Intellegence modifier (minimum of 1) to the roll.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 1st level or higher to use it again. 

Uncontrolled Spellbook

Starting at 2nd level, your spellbook has been influenced by the forces of chaos, causing random pages to appear.

Whenever you prepare spells from your spellbook, roll a d100 on the Uncontrolled Spells table. At 2nd level, round the roll to the nearest 5. Starting at 6th level, round to the nearest even number. At 9th level and onwards, use the exact number rolled.

Add the rolled spell to the list of your list of prepared spells for the day. It counts as a wizard spell for you but doesn't count against the number of spells you have prepared.

You can cast this spell once without expending a spell slot. The level it is cast at is equal to half of your wizard level, rounded down, up to a maximum spell level of 5.

d100 Spell d100 Spell
01 Circle of Power  51  Immolation
02 Blink  52  Misty Step
03 Banishment  53  Ice Storm
04 Mirror Image  54  Moonbeam
05 Absorb Elements  55 Detect Magic 
06 Aganazzar's Scorcher  56  Phantasmal Force
07 Arcane Eye  57 Polymorph 
08 Aid  58  Fireball
09 Bigby's Hand  59  Sickening Radiance
10 Bane  60 Earth Tremor 
11  Cone of Cold  61  Insect Plague
12  Summon Undead  62  Fly
13  Evard's Black Tenacles  63  Mass Cure Wounds
14  Darkness  64 Haste
15 Bless  65 Entangle
16  Earthbind  66  Hypnotic Pattern
17  Dawn  67  Synaptic Static
18  Summon Shadowspawn  68  Lightning Bolt
19  Contagion  69  Dominate Person
20 Burning Hands  70 Faerie Fire 
21  Destructive Wave  71  Wall of Force
22  Flame Blade  72  Major Image
23  Enervation  73  Wall of Fire
24  Healing Spirit  74  Melf's Minute Meteors
25 Cause Fear  75 Guiding Bolt 
26  Heat Metal  76  Slow
27  Freedom of Movement  77  Wall of Light
28  Hold Person  78  Sleet Storm
29  Grasping Vine  79  Telekinesis
30 Chaos Bolt  80  Healing Word
31  Greater Invisibility  81  Vitrolic Sphere
32  Invisibility  82  Revivify
33  Oitluke's Resilient Sphere  83  Watery Sphere
34  Levitate  84  Stinking Cloud
35 Command  85 Ice Knife 
36  Animate Dead  86  Ray of Enfeeblement
37  Phantasmal Killer  87  Rary's Telepathic Bond
38 Bestow Curse   88  Scorching Ray
39  Cloudkill  89  Wrath of Nature
40 Disguise Self  90  Magic Missle
41  Creation  91  Mislead
42  Counterspell  92  Mass Healing Word
43  Far Step  93  Summon Abberation
44  Daylight  94  Spike Growth
45 Dissonant Whispers  95  Thunderwave
46  Fear  96  Wall of Water
47  Greater Restoration  97  Summon Elemental
48  Mind Spike  98  Tidal Wave
49  Hold Monster  99  Dimension Door
50 Cure Wounds  100  Sleep

Chaotic Redirection

Starting at 6th level, you channel chaotic energy to protect yourself from harm.

Whenever you take damage caused by a another creature, you can use your reaction to roll a d20. On a roll of 10 or higher, the damage is instead taken by a random creature within 30 ft. of you.

Each time you successfully use this reaction, the minimum number you must roll to redirect the damage increases by 1. The number resets to 10 when you finish a short or long rest.

Chaotic Energy

Starting at 10th level, you have learned how to draw on the forces of chaos to empower (or disempower) your spells.

Whenever you cast a wizard spell of 1st level or higher that deals damage, you can choose to roll a d20. On a roll of 1 or 2, the spell deals the minimum amount of damage it can. On a roll of 3-17, the spell functions as normal. On a roll of 18-20, maximize the damage of the spell.

You only maximize or minimize the damage dealt on the turn you cast the spell.

Untamed Spellbook

At 14th level, your spellbook grows even more wild, as powerful magic consumes it's pages.

When you are preparing spells, you may roll a d100 on the Untamed Spells table and add the rolled spell to your list of prepared spells for that day, in additon to your Uncontrolled Spell. 

You can cast this spell once at it's lowest level without expending a spell slot. 

d100

Spell

01-05  Disintegrate
06-10  Flesh to Stone
11-15  Wall of Thorns
16-19  Scatter
20-23  Sunbeam
24-27  Harm
 28-31  Heal
 32-35  Mass Suggestion
 36-39  Mental Prison
 40-43  Investure of Flame
 44-47  Investure of Stone
 48-51  Investure of Wind
 52-55  Investure of Ice
 56-59

Arcane Gate

60-63  Oitluke's Freezing Sphere
64-67  Otto's Irrestible Dance
68-71  Primordial Ward
72-75  Wall of Ice
76-79  Wall of Thorns
80-83  Summon Fiend
84-88  Sunbeam
89-91  Crown of Stars
92-93  Finger of Death
94-95  Reverse Gravity
96-97  Teleport
98-99  Divine Word
100  Maze

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