Base Class: Warlock
The lost souls of thousands driven mad by the howling winds of Limbo have formed an insane gestalt mind, The Chaos Legion. As a conglomerate of many, many crazed spirits, their gifts of magic are often uncontrollable and their desires scattered. Different members of the gestalt mind want different things,for different reasons and will often argue with each other and rarely reach a unanimous decision. Some may want you to deliver a message to their loved ones, some want you to enact their revenge from beyond the grave, and some need you to complete an epic quest they couldn’t. Of course, most of them are insane and will have requests that may make little to no sense; order the stew at this inn, hide a dead fish in this home, or mame the mayor of this village.
Expanded Spell List
Harnessing the will of the Chaos Legion 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.
Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Dissonant Whispers, Hideous Laughter |
| 2nd | Gust of Wind, Phantasmal Force |
| 3rd | Wind Wall, Stinking Cloud |
| 4th | Confusion, Death Ward |
| 5th | Awaken, Dominate Person |
Bonus Cantrip
At 1st level, you learn the gust cantrip. It counts as a warlock cantrip for you, but it don’t count against your number of cantrips known.
Harnessed Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Your many interactions with a being or beings of physic power has given you renaissance to physic attacks as well.
Losing Control
Starting when you choose this "patron" at 1st level, your spellcasting can unleash surges of untamed magic. When you cast a spell you make a constitution saving throw versus your spell save DC. On a failed save you roll and effect off the Wild Magic Surge table.
|
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 (Monodrone, Duodrone, etc.) 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 tentacles that remains until you cough, at which point the tentacles pop off and climb down you and into the shadows where they disappear. |
|
19–20 |
You cast Grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of color and your hair a different color of the DM’s choice. 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 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
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 spell you cast 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 flumph controlled by the DM appears 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, black smoke bellows 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 an expended spell slot. |
|
61–62 |
You change genders for d6 + 2 days. |
|
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 thirty seconds and then they change to hornets and smoke for the next thirty seconds. |
|
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 |
You change race for 2d12 + 4 hours, roll on Reincarnate table to find out to what. |
|
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, tribal drum music for the next minute. |
|
99–00 |
You regain all expended Warlock spell slots. |
Chaos Unleashed
Starting at 6th level, as an action, once you run out of spell slots you may let your wild magic run wild. You roll a d100 and have the relevant effect take place. You may not roll a second dice when using wild magic this way, should you have access to such an option. After the end of the round you take a d8 psychic damage plus your charisma modifier. You must complete a long rest before you can use this ability again.
Improved Critical Cantrips
Starting at 6th level, your wild magic occasionally enhanced the potency of your cantrips. Spell attack rolls are critical hits on natural 19s and 20s. A sign you are gaining control over the wild magic you are harnessing, or a sign you're losing it?
Illusion of Control
Beginning at 10th level, as a reaction you may take 5d8 psychic damage to prevent the effects of a losing control effect from happening. This ability can be used after the d100 is rolled, but not after the effect has begun. As you are aware of what the effect is going to be before it happens even if you would not have control of the effect. If this effect causes your character to fall below 0 hit points and you are revived you gain a level of exhaustion.
Chaos of Life and Death
Starting at 10th level, once per long rest, if you are dropped to zero hit points the legion may decide to help you not die or not.
|
D4 |
Effect |
|
1 |
Fail a death saving throw immediately. |
|
2 |
No change. |
|
3 |
Gain one hit point immediately. |
|
4 |
Gain one hit point immediately and at the beginning of your next turn. |
Double Surge
Starting at 14th level, Once per long rest when you roll on the Losing Control table, you may roll two results instead of one, one after the other.. The first is resolved as normal. The second result is suspended and is contained with you and can be used at any time as a bonus action before your next long rest. If you carry the suspended surge until a long rest you regain one fewer hit dice and the Losing Control result is lost and can no longer be used. If the second effect is dealt with this way, you cannot use Double Surge until you complete a short or long rest. The effect may be forcibly resolved, when you cast a spell make a DC 12 Charisma saving throw on a failed save the Losing Control effect resolves. If you are made to roll on the Losing Control Table the second effect resolves instead.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/26/2020 10:40:06 PM
|
7
|
0
|
--
|
Coming Soon
|
|
|
10/27/2020 12:44:45 AM
|
9
|
0
|
1.1
|
Coming Soon
|
|
|
10/27/2020 4:15:04 PM
|
8
|
0
|
1.2
|
Coming Soon
|
Comments