Base Class: Warlock
Expanded Spell List
The Path of Chaos lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Path of Chaos Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Chaos Bolt, Chromatic Orb |
|
2nd |
Spider Climb, Misty Step |
|
3rd |
Bestow Curse, Blink |
|
4th |
Phantasmal Killer, Evard's Black Tentacles |
|
5th |
Teleportation Circle, Bigby's Hand |
Wild Flesh
At first level when you take damage you must succeed a wisdom saving throw (the dc is equal to your spell dc) on a fail roll on the wild magic table and you suffer the effects.
When you hit a creature with a unarmed strike the creature must succeed a wisdom saving throw (the dc is equal to your spell dc) on a fail on the wild magic table and they suffer the effects. ("recover all sorcery points" is "recover all spell slots" instead)
You gain one indefinite madness, it cannot be removed.
and you count as a fiend
Extra Limb
At 6th level your body begins morphing and you gain a small extra arm with a eye in the palm of its hand. You are able to move this arm around your body by using the "Alter Self" spell but it cannot be removed. you can cast spells from this hand and you can see out of this hand.
This arm can only be used for sight, casting spells, and interacting with objects, it cannot hold objects or make unarmed strikes.
Enhanced Wild Flesh
At 10th level your body gains new abilities. You become proficient in using martial weapons, your unarmed strike extends to your weapons, when you make a attack with a weapon you are proficient with it deals extra d6+ your charisma modifier psychic damage. They also suffer the effects of your unarmed strike.
Infused Chaos
At 14th level you you have spent plenty of time around monsters you gain immunity to the Frightened and Charmed conditions, and you gain a additional indefinite madness it cannot be removed.
You gain one of the fallowing abilities depending on your highest ability score (If tied you chose):
STR: Your size and weight are permanently doubled you can infuse one weapon you are proficient with into your arm even if its a two handed weapon, attacks with this weapon do an extra 2d6 damage, you do double damage to objects and structures, your extra limb can hold objects and be used to make attack rolls (your strength score cap increases to 26).
DEX: Your weight is halved increase your walking speed by 15 and you gain Flying, Climbing, Swimming, and Digging speed equal to your walking speed and your unarmed strike hit dice changes to 2d8 you can change the damage type to Bludgeoning, Slashing, Piercing, or Psychic damage and add your dexterity and charisma modifier to attack and damage rolls (your dexterity score cap increases to 26).
CON: When not wearing armor your AC is 15 +your constitution and charisma modifier, when a creature fails a melee attack roll against you make a melee attack against the attacker (your constitution score cap increases to 26).
INT: You have advantage on all intelligence skill checks, when you cast a spell add your intelligence modifier as well (your intelligence score cap increases to 26).
WIS: You can cast Dimension Door as a bonus action number of times equal to your wisdom plus proficiency modifiers, at 18th level you can once a week constraint for 1 hour and then cast Gate (your wisdom score cap increases to 26).
CHA: You gain expertise in all charisma skill checks, you add your charisma modifier to any non-charisma skills, attack rolls and saving throws you are proficient with (your charisma score cap increases to 26).
You now count as demon instead of fiend
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