Warlock
Base Class: Warlock

You have made a pact with a powerful entity from one of the planes of chaos. While not necessarily insane, creatures of chaos are fickle and impulsive. Their motives are often unknowable, except for that they seek to tear down societal boundaries, systems of law, and the natural order of things. The most notable beings of chaos powerful enough to forge a pact are the Slaad Lords of Limbo such as Ygorl, Lord of Entropy and Ssendam, Lord of Madness, as well as the primordial Bazim-Gorag.

Expanded Spell List

The Force 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.

NOTE: Some spells granted by this subclass come from outside of the Basic Rules (marked here with an *). I cannot actually map these spells to this subclass and share it with the community, so if you're interested in using this, you might have to create homebrew items or feats that grant the specific spells. Everything else should work just fine.

Force of Chaos Expanded Spells

 

Spell Level Spells

1st

bane, chaos bolt*

2nd

alter self, dragon's breath*

3rd

bestow curse, blink

4th

confusion, polymorph

5th

destructive wave*, seeming

 

Destructive Echo

Starting at 1st level, the destructive chaos energy that permeates everything you do reverberates with your own destructive actions. Whenever you hit a creature with an attack and the attack roll matches the target's armor class, the target takes force damage at the start of its next turn equal to the total damage it took from the initial attack.

Spell Burst

When you reach 6th level in this class, your patron's chaotic energy enables your spells to become more powerful at the risk of having random, unintended side effects. When you cast a spell that has a casting time of 1 action using one of your Warlock spell slots, you may attempt to empower that spell. If you do, you must make a Charisma check against your Warlock spell save DC. On a success, treat that spell as if it were cast using a spell slot of one level higher. On a failure, a different spell is cast; roll 1d4 on the Random Spell table. The spell cast this way is cast at the level of the spell slot expended. This die changes as you gain levels in this class, increasing to 1d8 at 10th level and 1d12 at 14th level.

Random Spell

Roll Spell
1 color spray
2 scorching ray
3 stinking cloud
4 blink
5 thunder step
6 fire shield
7 freedom of movement, targeting yourself
8 vitriolic sphere
9 mass cure wounds
10 negative energy flood
11 synaptic static
12 telepathic bond

Wild Ward

Starting at 10th level, your patron's chaotic energy becomes capable of shrouding you from -and sometimes making you prone to- harm. When you are forced to make a saving throw or targeted with an attack, you may use your reaction to shroud yourself in this chaotic ward. Roll 1d6 and subtract 2 from the result. You apply the total (whether it is negative or positive) as a modifier to your AC and any saving throws you make until the end of your next turn. You may do so after the dice are rolled but before any effects occur.

You can use this reaction a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Improved Spell Burst

At 14th level, the augmentation your patron grants your spells improves further. Whenever you use your Spell Burst feature, you gain the following additional benefits:

  • If you succeed on the Charisma check by 5 or more, treat the spell as if it were cast using a 7th-level spell slot instead.
  • If you fail the Charisma check, the random spell is treated as if it were cast using a 6th-level spell slot.

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