Base Class: Wizard
Magic that is centered around unpredictability and chaos, but when wielded by a trained mage can be focused into a powerful tool.
Chaos gremlin
Beginning when you select this school at 2nd level you gain the find familiar spell, if you don't already have it, and can cast it as a ritual. The familiar you summon uses the imp stat block with the following modifications:
When the Chaos Gremlin uses it's shapeshift ability it's form changes to a chimeric amalgam of creatures that can still accomplish the desired task, chosen by the DM
Elemental Chaos
Anytime you cast a spell, there is a small chance that your magic causes a chaos surge, additionally, anytime that you roll a natural one on an ability check, saving throw, or spell attack the DM rolls on the chaos surge table to determine the effect that happens.
Additionally any time you case a spell with any damage type, other than bludgeoning, piercing, or slashing roll on the elemental damage table, and your spell does that damage type.
Elemental Damage Type
- Acid
- Cold
- Fire
- Force
- Lightning
- Necrotic
- Poison
- Psychic
- Radiant
- Thunder
Fix This
At 6th level you're so entwined with the weave that even your words are imbued with chaos. Simply by uttering the words "fix this", combined with your intent and willpower, the energies of the weave converge of your intended target and solve the problem, fix the item or find a solution to a puzzle. The method of this ability is not always beneficial to you and your party, and are chosen by the DM
You can use this ability a number of times equal to your proficiency bonus per long rest
Chaos Feedback
At 10th Level, Your casting becomes as chaotic as the method used. Whenever cast a damage spell you roll a 1d20 (if the spell is an attack spell the attack rolled is the 1d20), on a 20, your spell deals maximum damage, on a 16-19 the following effect happens, when you roll damage for the spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. In doing this you take half of whatever extra damage(in the same type of the spell) incurred by this ability. However, you cannot be knocked unconscious by using this ability, instead you maintain half your current hit point (minimum 1). On a 3-5 the following effect happens, you take all the additional damage this spell does. If a 1-2 is rolled you take all the damage of this spell and you can be reduced to 0 or more hit points.
Chaotic Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
Anytime you take damage from a spell there's a chance to trigger a chaos surge