Base Class: Warlock
Throughout the history of the Forgotten Realms, the world has endured countless upheavals — gods dying and returning, magic unraveling and reforming, realities breaking and mending. Your patron is one such echo of destruction: an entity born from the collapse of worlds and the chaos that follows. Most beings of cataclysm burn out quickly, their essence drawn back into the Weave that birthed them. But this one learned to slip between the threads, surviving by anchoring its consciousness to mortal souls.
Thus the pact is made. Through you, the Cataclysm stirs once more — a paradox of rebirth and ruin. Its gifts are as awe-inspiring as they are perilous, and its hunger to reshape the world is bound only by your will.
Level 3: Chaotic Energy
The cataclysmic power within you churns unpredictably, twisting the Weave with every spell you cast. You can shape that chaos, but never fully control it. You gain a number of Chaotic Charges equal to your Charisma modifier + your proficiency bonus. You regain all expended charges when you finish a short rest. When you cast a spell that targets a single creature, you can expend one or more Chaotic Charges to amplify the spell’s power. For each charge you expend, choose one of the following effects:
- Increase the spell’s range by 5 feet per charge spent.
- Increase the to hit bonus by +1 per charge spent.
- Increase the spell’s save DC by +1 per charge spent.
After apply the chosen affects to add to the spell you should resolve the modifiers being added to spell before rolling to hit or rolling damage. If you use this feature on a spell that makes multiple attack rolls (such as Eldritch Blast), you can apply your spent charges and the resulting modifiers from the Chaotic Surge Table to only one of those attack rolls. After resolving the spell, roll one d20 for each charge spent and consult the Chaotic Surge Table to determine the additional effects unleashed by your unstable magic.
Chaotic Surge Table
| d20 | Chaotic Surge Effect |
| 1 | You may choose any effect on this table. |
| 2 | You gain an additional action this turn. It cannot be used to cast a spell. |
| 3 | The target becomes stunned until the start of your next turn if the spell deals damage equal to or greater than your Charisma modifier. |
| 4 | Your target’s AC is reduced by 5 until the start of your next turn. |
| 5 | You may use a bonus action on your next turn to repeat this spell without expending a spell slot. |
| 6 | You become invisible until the start of your next turn. |
| 7 | You regain hit points equal to half the spell’s damage dealt. |
| 8 | You and all allies within 10 feet gain a +1d4 bonus to the next attack roll or saving throw they make before the start of your next turn. |
| 9 | The target can’t take reactions until the start of your next turn if the spell hits. |
| 10 | The target takes an additional 1d6 force damage if the spell hits. |
| 11 | The target cannot regain hit points by any means until the start of your next turn if the spell hits. |
| 12 | All creatures within 10 feet of the target take force damage equal to your proficiency bonus. |
| 13 | All creatures within 30 feet of the target must make a Strength saving throw against your spell save DC or be pulled 10 feet closer to the target. |
| 14 | Your target becomes blinded until the start of your next turn. |
| 15 | You and the target swap places, regardless of whether the spell hits. |
| 16 | The next spell you cast that can deal damage automatically triggers an additional roll on the Chaotic Surge Table |
| 17 | You can hear the target’s thoughts as if under the detect thoughts spell until the end of your next turn if it has an Intelligence score of 6 or higher. |
| 18 | Your speed is halved until the start of your next turn. |
| 19 | You suffer 1d10 force damage if the spell misses. |
| 20 | You become blinded until the start of your next turn. |
Level 3: Cataclysm Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Cataclysm Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Burning Hands, Dissonant Whispers, Mirror Image, Shatter |
| 5 | Blink, Counterspell |
| 7 | Greater Invisibility, Phantasmal Killer |
| 9 | Cloudkill, Wall of Force |
Level 6: Cataclysmic Evolution
As a bonus action, you may push your form beyond mortal limits, becoming a conduit of your patron’s raw energy. For up to 1 minute, your body radiates unstable power. This form is called Entity's vessel and grants you the following while active:
- Your Warlock spells deal an additional 1d6 necrotic damage.
- If you are not wearing armor, you gain a bonus to AC equal to your Charisma modifier.
- Once per turn, when you roll on your Chaotic Surge Table, you may reroll one of the results.
This form ends early if you are incapacitated. You can use this feature once per short or long rest.
Additionally at this point in your bond with your patron, your body begins a slow and painful metamorphosis, reshaping itself to better channel your patron’s chaotic power. This transformation marks you as more than mortal—a living vessel for instability. When you gain this feature, choose one of the Mutations from the list below. You gain an additional mutation at 10th and 14th level.
Mutations: Aberrant Limbs, Breath of the Void, Expanded Mind, Self-Mending Flesh, Shifting Carapace, and Warped Momentum
Aberrant Limbs
Your Arms elongate unnaturally and seem to bend in places where joints should not be. Your melee weapon attacks and touch-range spells have their reach increased by 5 feet and once per turn when you hit a creature with a melee attack or touch spell, you can pull it 5 feet closer to you.
Breath of the Void
Your lungs dissolve and reform into a conduit of otherworldly energy. You can now breathe normally in any environment, including underwater, in a vacuum, or within poisonous gas. You also gain resistance to poison damage.
Expanded Mind
You learn one additional Warlock spell of your choice that doesn’t count against your spells known. Once per long rest, you can cast that spell without expending a spell slot. Whenever you do so, roll on your Chaotic Surge Table twice and apply both results to the next spell you cast that can deal damage.
Self-Mending Flesh
At the end of your turn in combat you regain hit points equal to your proficiency bonus. Additionally when you cast a leveled spell you recover an amount of hit points equal to the spells level.
Shifting Carapace
You gain +1 bonus to AC and resistance to nonmagical slashing, bludgeoning, and piercing damage.
Warped Momentum
Your body warps to move with impossible bursts of speed. Your base walking speed increases by 10 feet and once per long rest as a part of your movement you can phase up to 10 feet through occupied space such as an enemy or wall without provoking opportunity attacks.
Level 10: Chaotic Mastery
Your bond with the Entity strengthens, allowing you to alter your spells with even greater precision. When you cast a spell using Chaotic Energy and need to roll for your spell modifiers, instead of rolling one d20 per charge spent, you roll a number of d20s equal to half the number of charges spent, rounded up. Additionally you may now spend a Chaotic Charge as a reaction to force one target to re-roll a successful saving throw, taking the worse of the two rolls.
Level 14: Cataclysmic Apex
You become a near-living storm of cataclysmic energy.
Entity’s Vessel: When you activate Entity’s Vessel, it now lasts for a number of minutes equal to your charisma modifier minute (still ends early if incapacitated). While in Entity’s Vessel form:
- You may choose one additional effect from the Chaotic Surge Table to apply per turn, even without spending extra charges.
- All your spells ignore half cover.
- You gain resistance to all damage except force and psychic.
- Any creature that hits you with a melee attack takes force damage equal to your Charisma modifier.
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