Monk
Base Class: Monk

Monks following the Way of Chaos learn to bend the probability of the world to their whim. Using a modified Wild Magic Surge table, the Way of Chaos allows the player to harness chaos as a weapon against all those who stand before it.

Entropic Ki

Starting when you choose this tradition at 3rd level, you begin embracing the chaos of all around you. Whenever you spend ki on an action, the DM can have you roll a d20. If you roll a number less than or equal to the number of ki points spent, roll on the Wild Magic Surge table to create a random magical effect, using your wisdom as your spellcasting modifier. You also gain Arcana proficiency upon selecting this tradition as the universe begins to flood your mind with knowledge of the uncertain.

Regression Towards the Mean

Starting at 3rd level, you gain a grasp of simple luck control. You can give yourself advantage on one attack, ability check, or saving throw once per long rest.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after use a monk action spending one or more ki points. You then regain the use of this feature.

Fortune's Favor

At level 6, you gain the ability to protect yourself with the randomness of the world around you. Once per short rest, you can roll your martial arts dice, taking the result and adding your spellcasting modifier as temporary hitpoints.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after use a monk action spending one or more ki points. You then regain the use of this feature.

Wild Magic Surge

Starting when you choose this tradition at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next action you take in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

You immediately regain 2 ki points.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33–34

Maximize the damage of the next damaging action you take within the next minute.

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain four ki points.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all expended ki points.

Order Through Chaos

Beginning at 11th level, when you roll on the Wild Magic Surge table, you roll two dice, and may select the result of either.

One With Pandemonium

At 17th level, you have found harmony with the infinite dissonance of the world. When you make contact with an enemy, you can spend 3 ki points, not rolling for Wild Magic Surge, to force the target to make a dexterity saving throw with disadvantage, using your bonus action. If they succeed, they roll for Wild Magic Surge for every action they take for the next hour, failing on a result of 5 or lower. If they fail the saving throw, they roll with disadvantage. If they fail the Wild Magic Surge check, you roll twice on the Wild Magic Surge table, and select the result to happen to them. You can use this ability once per short rest.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after use a monk action spending one or more ki points. You then regain the use of this feature.

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