You hurl a mass of Chaotic energy at an enemy within range that you can see. Make a ranged spell attack. On a hit, the target takes 4d10+8d6 damage. Choose two of the d10s. The number rolled determines the damage and effect of the spell, as shown below. The damage is half or the first damage type and half of the second type. You get both effects of the damage types.
1: Acid. The blast splatters. All creatures within 10 feet of the initial target take 4d6 acid damage. It also creates difficult terrain in that area for 1 minute.
2: Cold. The blast chills the foe. They must make a constitution save. On a fail, they can only make one attack per round or a bonus action for one minute. The target can repeat this save at the end of each turn.
3: Fire. The blast sets the target on fire. The target takes 2d6 fire damage at the start of each of their turns for one minute. The target can spend an action to put themselves out.
4: Force. The blast knocks the target back. The target must make a strength save or be knocked prone.
5: Lightning. The blast partially paralyzes the target. The target must make a constitution save. On a failure, the target can't take reactions for 1 minute. The target can repeat this save at the end of each turn.
6: Necrotic. The blast drains the target's essence. The caster is healed for half the damage of the spell, rounded down.
7: Poison. The blast saps the target's strength. The target must make a constitution save. On a failure they take 1d4 ability score damage to a stat of the caster's choosing. This effect lasts for 1 minute.
8: Psychic. The blast muddles the target's mind. The target must make an Intelligence save. On a failure, they have disadvantage on constitution saves to maintain concentration.
9: Radiant. The blast flashes brightly. The target must make a constitution save. On a failure, they are blinded. The target can repeat the save at the end of each turn.
10: Thunder. The blast booms loudly. The target must make a constitution save. On a failure, they are deafened. The target can repeat the save at the end of each turn.
If only two or less elements are possible, the ball jumps to another creature within 30 feet. Make another roll against the new target. If the ball jumps a fourth time, it jumps to the caster, regardless of distance. A creature can only be targeted once per casting of this spell.
Using Transmute Spell on Chaos Bolt will only change the damage type, not the effect.
* - (Pair of dice, set of cards, or other chance based items.)
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Posted Jun 10, 2023Nice step up from chaos bolt, keeps the flavor going on the chaotic theme.