Base Class: Bard
Before magic itself, there was only chaos. A raw, volatile, and unrefined form of magic that was both powerful but corruptive on those that explored its capabilities. It was the origin of all magic, with all forms preceding it being simply refined versions of chaos magic. Thus chaos is nothing more but a lost art, an archaic bygone. However, some places still study this old form of magic, to the point of being infused with its chaotic powers permanently in order to discover even more of its capabilities. Those who have survived its infectious and near toxic qualities live with those wild and chaotic scars from what they’re past during their pursuits for knowledge. Now those people can channel just a spark of it into the magic they utilize now.
Level 3: Chaos Curse
3rd-level College of Chaos feature
You can transform a Bardic inspiration die into raw chaotic energy with boundless possibility that you can use against your enemies. As a bonus action you can impose curse on a target of your choice within 60 feet of you. If the target fails a Charisma saving throw using your spell save DC, roll on the Chaos Curse table using your Bardic Inspiration die to determine the curse you impose on that target with reality warping energy. If the target succeeds on their Charisma saving throw, that use of your Bardic Inspiration isn't expended.
| Bardic Inspiration Dice | Result |
|---|---|
| 1 | Chance. The target must subtract a d6 from all saving throws and ability checks until the start of their next turn. |
| 2 | Time. The target's movement is reduced by 20 feet and cannot take Reactions until the start their next turn. |
| 3 | Space. The target is teleported 30 feet in any direction to an unoccupied space of your choice that you can see. |
| 4 | Thermal. The target has Vulnerability to Fire and Cold damage until the end of your next turn. |
| 5 | Force. The target does minimum damage for all damage rolls that target deals until the end of their next turn. |
| 6 | Light. The target must succeed on a Wisdom saving throw or be Charmed by you until the end of its next turn. |
| 7 | Matter. The target’s speed increases by 10 feet, ignores Difficult Terrain, and cannot provoke Opportunity Attacks until the end of its next turn. |
| 8 | Density. The target is Blinded until the end of their next turn and takes Radiant damage equal to your Charisma modifier. |
| 9 | Vitality. The target takes a number of d12 Necrotic damage equal to your Charisma modifier that cannot be reduced in any way. |
| 10 | Psyche. The target must only target itself without being aware it is doing so until a successful Wisdom saving throw at the end of each of their turns. |
| 11 | Soul. The target’s ability modifier is subtracted from attack rolls and Save DC’s until a successful Charisma check at the end of its turn. |
| 12 | Choice. The target must forgo its action and movement until a successful Charisma check at the end of its turn. |
Level 6: Inspiring Disorder
6th-level College of Chaos feature
Your chaotic powers can be used to enhance allies by bending the laws of reality in your favor. You can choose a number of creatures equal to your Charisma modifier within 60 feet of you. Each creature can use from your Bardic Inspiration without expending it for 1 minute until it is Incapacitated or until you lose your Concentration in which the benefit ends. Once you use this feature, you can't do so again when you finish a Long rest.
Level 6: Unexpected Mayhem
6th-level College of Chaos feature
Whenever a target within 60 feet of you rolls a 1 or 20 on the d20 for an attack roll, an ability check, or a saving throw, you can use your Reaction to instantly subject them to a Chaos Curse by expending a Bardic Inspiration dice. You can choose to create this effect during or after the target’s turn has ended.
Level 14: Bend Chaos
14th-level College of Chaos feature
You now have the ability to manipulate the raw energy of your chaos with your sheer willpower. Whenever you roll on the Chaos Curse table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.







Comments