Base Class: Sorcerer
A butterfly flapping its wings is said to be able to make a storm. A single dice roll or draw of a card can decide a person's life. The smallest of changes in history can create or crumble empires. Nature is inherently chaotic and random despite that some call it luck and some call it fate. Its grace blesses you; the grace of chaos. Touched by Titan, the god of chaos, to fulfill the purpose of spreading it onto the world. Will you wrangle it into order or fate? Or will you let it lose?
Choosing this subclass changes your spell-casting ability to CON instead of CHA.
Chaos Touched
When you finish a long rest roll 2d20 then pick one and document the result. Until your next long rest, this will become your chance for your spells to become Chaotic. Each time you cast a damaging spell roll a d20, if the result is lower than your documented chance the spell becomes Chaotic and takes on one of the following effects.
Chaotic Effect
| 1D10 | Effect |
|---|---|
|
1 |
Fizzle - The spell fizzles out and you lose the spell slot used but you regain a spell slot of one lesser level (regain nothing if the spell slot used was level 1) or its equivalent worth of sorcery points |
|
2 |
Healing - Change the damage type of the spell to healing and heal the target(s) for half the damage of the spell |
|
3 |
Poison - The damage type of the spell changes to poison |
|
4 |
Fire - The damage type of the spell changes to fire |
|
5 |
Lightning - The damage type of the spell changes to lightning |
|
6 |
Necrotic - The damage type of the spell changes to necrotic |
|
7 |
Thunder - The damage type of the spell changes to thunder |
|
8 |
Force - The damage type of the spell changes to force |
|
9 |
Bouncy Bolt - The spell creates a single bolt that can hit another target of the caster's choosing within 30ft of where the original spell was centered that was not affected by the spell for half its original damage |
|
10 |
Critical - The spell goes critical doubling its damage |
Chaos Metamagic
At 3rd level, you gain two additional Metamagic options to manipulate the effect of Chaos Touched.
Order Chaos
After you cast a spell that goes Chaotic, but before you know the result of it turning chaotic, you can add or subtract 1d4 to the result (the result is clamped between 1 and 10). To do so costs a number of sorcery points equal to the spell's level (1 sorcery point if the spell is a cantrip). If the spell is AOE double its cost.
Embrace Chaos
When you cast a spell that deals damage, turn it chaotic. This costs 1 sorcery point.
Improved Chaos Metamagic
At 6th level, you choose one of these two metamagic options to improve.
Improved Order Chaos
You can now roll to see the result of the spell turning chaotic before choosing to use Order Chaos. This can now be cast together with other metamagic options.
Improved Embrace Chaos
You can now choose to spend HP equal to twice the spell's level instead of sorcery points (cantrips cost 1 HP). This can now be cast together with other metamagic options.
Spreading Chaos
Additionally, at 14th level, you can choose any damaging spell that you can see within 120ft and have it roll become chaotic according to your chaos spell chance. This costs a number of sorcery points equal to the spell's level.
Heightened Control
At 14th level, you gain the ability to choose the effect of any spell that goes chaotic. You can do this a number of times per long rest equal to your con modifier.
Tamed at Last
Beginning at 18th level, you have gained a full understanding of the fundamental forces of chaos. You can now choose the chaos spell chance at the end of a long rest. Whenever a spell goes Chaotic you roll twice for its result.
With your deep understanding of the forces of chaos and magic, any spell can turn chaotic with the Embrace Chaos meta magic option. This reverses the effect of the spell making it have the opposite effect. (example: the reversal of sleep would make the affected creatures more alert. The reversal of hold person would have a similar effect to haste and vice versa.)
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