Is this sorcerous origin over powered? And if so, how badly?
1st Holy Magic. You can choose your spells from the cleric spell list. They are sorcerer spells for you.
1st Chaos Magic. You learn additional spells when you reach certain levels in this class, as shown on the Chaos Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
When you cast one of these spells, roll a d6. On a roll of 2, 3, or 4, you can choose to roll on the Wild Magic table. On a roll of 1 or 6, you must roll on the Wild Magic table.
6th Chains of Chaos. At 6th level, whenever you cast a spell that summons or conjures a creature, you maintain control of the creature for the duration.
14th Shaman Magic. You learn one of the following spells: investiture of flame, investiture of ice, investiture of stone, or investiture of wind. You can cast this spell once without expending a spell slot. You cannot do so again until you finish a long rest. Whenever you complete a long rest, you can choose a different spell.
18th Ultimate Chaos. At 18th level, you learn blade of disaster or ultimate slay. It does not count against your number of spells known. You can cast this spell once. Once you cast it, flip a coin. If it lands heads, you can cast it again after you finish a long rest. If you roll tails, you cannot cast it again until a week has passed.
I'll only comment on power level because that's what you asked about. It seems to me, that every subclass expanded spell list includes a couple of duds. This one doesn't. Well, except maybe Hallow. That in addition to the entire Cleric list (which is arguably the best feature of the Divine Soul) is a bit much. The Chains of Chaos feature hardly does anything, I think, and Shaman Magic isn't huge either. So the total power level might even out, (or maybe not, idk), but it's all front loaded.
Is this sorcerous origin over powered? And if so, how badly?
1st Holy Magic. You can choose your spells from the cleric spell list. They are sorcerer spells for you.
1st Chaos Magic. You learn additional spells when you reach certain levels in this class, as shown on the Chaos Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
1st bane, hex; 3rd summon beast, healing spirit; 5th bestow curse, conjure animals; 7th guardian of faith, summon elemental; 9th conjure elemental, hallow;
When you cast one of these spells, roll a d6. On a roll of 2, 3, or 4, you can choose to roll on the Wild Magic table. On a roll of 1 or 6, you must roll on the Wild Magic table.
6th Chains of Chaos. At 6th level, whenever you cast a spell that summons or conjures a creature, you maintain control of the creature for the duration.
14th Shaman Magic. You learn one of the following spells: investiture of flame, investiture of ice, investiture of stone, or investiture of wind. You can cast this spell once without expending a spell slot. You cannot do so again until you finish a long rest. Whenever you complete a long rest, you can choose a different spell.
18th Ultimate Chaos. At 18th level, you learn blade of disaster or ultimate slay. It does not count against your number of spells known. You can cast this spell once. Once you cast it, flip a coin. If it lands heads, you can cast it again after you finish a long rest. If you roll tails, you cannot cast it again until a week has passed.
I'll only comment on power level because that's what you asked about. It seems to me, that every subclass expanded spell list includes a couple of duds. This one doesn't. Well, except maybe Hallow. That in addition to the entire Cleric list (which is arguably the best feature of the Divine Soul) is a bit much. The Chains of Chaos feature hardly does anything, I think, and Shaman Magic isn't huge either. So the total power level might even out, (or maybe not, idk), but it's all front loaded.
Yeah, it's a custom subclass for a homebrew campaign, the player wanted a mix of features.
Thanks for the input.