Base Class: Warlock
Bonded To A Deity of Primal Chaos
You tapped directly into the wild and ineffable Weave itself, now able to warp the fundamentals of reality itself. Who facilitated your ability to access this raw magic may be its progenitor such Mystra from Forgotten Realms or the remnants of Siberys from Eberron. Or perhaps your patron is something truly primordial, something older magic itself. Whatever intentions these beings may have for you, the power vested in you is naturally dangerous for its sheer unpredictable and corruptive essence. While complete mastery over may be impossible, further control over it is necessary to achieve competency.
Chaotic Spells
3rd-level Chaotic Patron feature
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Chaotic Spells table, you thereafter always have the listed spells prepared. These spells count as Warlock spells for you.
| Warlock Level | Spells |
|---|---|
| 3 | Chromatic Orb, Disguise Self, Blur, Nystul’s Magic Aura |
| 5 | Bestow Curse, Blink |
| 7 | Conjure Minor Elementals, Polymorph |
| 9 | Animate Objects, Antilife Shell |
Chaotic Disruption
3rd-level Chaotic Patron feature
You tap into raw chaotic magic. You gain Chaos dice, which manifests as d6’s. You have a number of Chaos dice equal to your Charisma modifier. You regain one expended die when you finish a Short Rest and all expended dice when you finish a Long Rest.
Using Chaos Die. As a Bonus Action or as part of you casting a spell that requires Concentration, you can expend a Chaos die, roll it, and determine the result on the Chaos Table below. You gain the result’s effects for 1 minute or the spell’s duration (whichever is longer) unless you gain the Incapacitated condition or use this feature again, ending early.
At Higher Levels. Your Chaos die changes when you reach certain Warlock levels. The die becomes a d8 at level 6, a d10 at level 10, and a d12 at level 14.
| Chaos Die |
Result
|
|---|---|
| 1 | Chance. When you roll a D20, you can treat a roll of 17, 18, or 19 on the die as a 20. However, you must treat a roll of a 2, 3, or 4 on the die as a 1. |
| 2 | Time. You gain one additional Reaction before the start of your next turn. However, the duration of this effect and any spell you cast is halved (to a minimum of 1 round). |
| 3 | Space. You can move and occupy the space of any creature, object or wall. You teleport 15 feet in a random direction at the end of each turn. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. |
| 4 | Thermal. When you hit a creature with an attack, it takes an extra 1d12 Fire damage. However, you take an extra 1d12 Cold damage whenever you’re dealt Cold damage. |
| 5 | Force. Creatures you push or pull with an effect travel double the distance. However, whenever you are forcefully pushed or pulled, the distance you travel is doubled. |
| 6 | Light. While in Bright Light, you are Immune to the Blinded condition, gain Resistance to Radiant damage and are Invisible. However, while in Dim Light you gain the Blinded condition. |
| 7 | Matter. You gain a Damage Threshold equal to your Charisma modifier plus your Warlock level. However, when you take damage your Hit Point maximum is also reduced. |
| 8 | Density. You gain a Fly speed equal to your Speed until the end of your current turn and are Immune to the Prone condition. However, your Speed is reduced by 10 feet. |
| 9 | Vitality. Your Hit Point maximum and current Hit Points increase by 1d12 + your Warlock level + your Charisma modifier of Hit Points. But you gain Vulnerability to a damage type. |
| 10 | Psyche. Taking damage can’t break your Concentration on Warlock spells. However, you must subtract 1d12 from Wisdom and Intelligence saving throws. |
| 11 | Soul. If you have 0 Hit Points, you ignore the Inert and Speed 0 effects of the Unconscious condition. However, you still must make Death Saving Throws now at Disadvantage. |
| 12 | Choice. Once before the end of the effect’s duration, you can take one additional action. However, immediately after taking this action, you gain the Incapacitated condition until the end of your next turn. |
Exploding Havoc
6th-level Chaotic Patron feature
The chaos you harness starts to affect your magic. When you cast a Warlock spell and roll damage or hit with an attack roll, you can expend a Chaos die and add it to the damage roll. The number rolled on the Chaos die determines the damage type of the additional damage, as shown below.
| Chaos Die |
Result
|
|---|---|
| 1 |
Cold
|
| 2 |
Lightning
|
| 3 |
Poison
|
| 4 |
Fire
|
| 5 |
Bludgeoning
|
| 6 |
Radiant
|
| 7 |
Acid
|
| 8 |
Thunder
|
| 9 |
Necrotic
|
| 10 |
Psychic
|
| 11 |
Force
|
| 12 |
Select a damage type of your choice
|
If the number on the Chaos die matches any of the numbers of the other damage dice, you can roll another Chaos die without expending it and add it to the damage roll. The maximum number of Chaos die you can add to the spell’s damage is equal to your Charisma modifier.
Warped Possibilities
10-level Chaos Patron feature
You create the ideal scenario through the chaos. When you perform a D20 Test, you can expend a Chaos die and roll it, adding the number rolled to the d20. You use this feature before or after making the D20 Test, but before any effects of the D20 Test are applied.
Controlled Chaos
14th-level Chaotic Patron feature
There is design to the madness you evoke. Whenever you roll on the Chaos Table, you can roll the die twice and choose which of the two effects to use. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
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