Base Class: Warlock
Your patron is often a being of absolute chaos. Neither benevolent nor malevolent but rather indifferent and ingrained with a unending sense of whimsy and mischieviousness. These beings crave nothing more than to watch others around them sink into madness attempting to understand the circumstances of their predicaments.
Chaos aura
Starting at 1st level you emanate an essence that can cause sensory disruptions amongst those close by. As an action you can cause a harmless sensory effect to occur within a 15ft radius centered on you and lasting for 10 minutes. Some examples might include the smell of dragon dung, the sounds of insects flying closely to one's ear or hearty bovine flatulence. While within this aura you gain advantage on all charisma checks. You can't use this feature again until you finish a short or long rest.
Alternatively, you can use this aura to invade the mind of those around you. All creatures you choose within 15ft of you must make a wisdom saving throw. In a failed save they become charmed by you until the start of their next turn. You can use a bonus action to command the affected creatures to aid you, whether it be attacking your enemies or telling you their best joke. A creature that disobeys suffers 1d6+proficiency psychic damage and is incapacitated for the duration of the effect. Once freed, they know you used this magic on them. The damage increases as you gain levels in this class. 2d6 at 5th, 3d6 at 11th, 4d6 at 17th.
Chaotic summoning
Starting at 6th level you can use your action to summon a series of creatures within 30ft of you to wreak havoc on the battlefield. When you use this ability roll a d8 and refer to the chart below. These creatures are hostile to all creatures and have an unmistakable visade of the summoned creature but with horrifying and disproportionate features. Examples might be excessively bulging eyes, reverse facial features, all arms or legs instead of both, red hair.
1: a clone of the caster with an AC of 10 and 15hp
2: 3 dolphins
3: 2 giant bats
4: male steeder
5: soldier
6: 6 shriekers
7: 3 bandits
8: beholder zombie
Arcane disruption
Starting at 10th level you can use your connection to the arcane energies abound to disrupt the intention of a spell. As reaction, and using a spell slot, you can target one creature attempting to cast a spell. A spell of 5th level or lower is automatically affected and becomes another random spell of the same level targeted at the same creature. A spell higher than 5th level, make a spell casting ability check. The DC is 10+ the spells level. On a success the spell is altered and another random spell of its level is released. The list of random spells consists of all spells on all class spell lists.
Eldritch redirection
Starting at 16th level when you use your arcane disruption feature, you can also change the target of the spell to a creature other than the caster within 30ft of them as part of the same reaction. Once you use this feature, you can't use it again until you finish a long rest.
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