Base Class: Warlock
You have packed yourself to a chaotic trickster of the netherrealms, who delights in inciting confusion and panic upon the mortal realms. Your patron grants you the ability to cast spells without using spell slots, but they choose a spell at random to be cast. You can also call upon your patron to grant a spell you cast a 'Chaos Aspect', causing random additional effects. Skilled warlocks can bargain with their patron to try and mitigate some of the randomness by eliminating certain possibilities or adjusting the odds.
Level 3: Chaos aspect
Whenever you cast a spell or cantrip, you can call upon your patron to give said spell/cantrips a 'Chaos Aspect'. If you do, you roll a d20, and apply an effect corresponding to your roll.
- Fizzle: The spell fizzles into nothing, negating all of its effects..
- Retarget: Depending on if the spell was cast on an enemy or ally, the spell is retargeted to a random ally or enemy respectively.
- Reaspect: Randomly changes the damage type of the spell using a d12. (replace the damage type of your spell with force) on a 1/2/3/4/5/6/7/8/9/10/11/12, the damage type becomes bludgeoning/piercing/slashing/acid/poison/necrotic/radiant/lightning/thunder/fire/cold/psychic respectively.
- Inversion: Inverses the spell's effects. (each listed item becomes the item on the other side of the /) Damage/Healing; advantage/disadvantage; bonus/penalty; resistance/vulnerability.
- Resistor: grants creatures hit with the spell resistance to all damage types the spell deals.
- Recast: cast the spells again as a free action.
- Vulnerizor: Creatures hit gain vulnerability to all damage types the spell deals.
- Spread: Divide damage dealt between all creatures within 25 feet of targets hit.
- Everlasting: Spell effects that have a duration last until the next long rest; concentration requirements are removed.
- Devastating: Maximises the results of all die (other than hit die and saving throws) rolled for this spell.
- Minute: The results of all die (other than hit die and saving throws) rolled for this spell are 1.
- Unerring: All creatures hit fail all saving throws for this spell, and hit die rolled are critical hits.
- Impactful: Push targets hit 10 feet away from you
- Penetrating: This spell will penetrate through creatures hit, dealing its effects to all creatures in a 120 foot long straight line in front of you.
- Maddening: After casting this spell, you will go mad for 5 rounds; the DM chooses what you do, with no regard for ally/enemy.
- Transpositional: Swap places with the target, or teleport to the target location.
- Upcast: Cast this spell as if it was cast at 9th level (still uses the spell slot initially chosen). For cantrips, cast at their max level upgrade equivalent.
- Downcast: Cast this spell as if it was cast at its lowest possible level (still uses the spell slot initially chosen). For cantrips, cast at their level 1 equivalent.
- Callback: The spell is also cast on you; if you were the original target, cast the spell on yourself again.
- Freecasted: This spell does not consume any spell slots, charges or material components, and is cast as a free action.
Level 3: Randomized Spells
Your patron grants you the ability to cast randomized spells without using spell slots. The spell level is decided by a d10 (10 is cantrip). After rolling the spell level, choose a random spell of that level to cast. The spell can be from any class and any available source. You must declare the target before rolling the spell level and spell.
Level 6: Chaos Magic Surge
Starting at level 6, you can invoke a Chaos Magic Surge whenever you cast a spell (max once per turn). This can cause a wild variety of unpredictable results, determined by a [roll]1d100[/roll]. Unlike the 'Chaos Aspect', these surges are pure chaotic magic energy from your patron, causing effects completely random and unrelated to the spell you cast.
The list of possible effects is found here: https://docs.google.com/spreadsheets/d/1CHiPrKvhjSuRP29AONTBMpszzcMlVTtObTL0Y6X-NCY/edit?usp=sharing
Level 10: Chaotic Aura
Starting at level 10, you can choose to exert a chaotic aura, which can be turned on and off at any time (free action). While active, creatures within 120 feet will trigger chaos magic surges with any action they take, up to once per turn. They can also choose to chaos aspect their actions.
Level 14: Chaos Control
Starting at level 14, whenever you roll a die, you can remove numbers from that die up to an amount equal to your charisma modifier times the number of sides the die has divided by 20 (0.25X for d4, 0.3X for d6, 0.4X for d8, 0.5X for d10, 0.6X for d12, 1X for d20, 5X for d100), rounded down. For every number you remove this way, your DM may also choose a number to remove (otherwise, remove a random number). If a removed number is rolled, reroll until a non-removed number is rolled.
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