Fighter
Base Class: Fighter

This subclass is not for the faint of heart. Consult with your DM and your party members before choosing this martial archetype.

Firstly, the Endowment of Chaos martial archetype is fundamentally about gambling your strengths and weaknesses. You might get lucky some days, and it will be very gratifying, but bad luck comes just as often. So if you dislike being unable to control the fate of your character, you might not have fun with this martial archetype.

Secondly, this martial archetype requires the player to keep track of several things which may require taking notes, doing math, and remaining attentive even when your character is not on center stage. Most importantly, this martial archetype requires you to manage its mechanics so as to not burden your DM or your party members. If this sounds troublesome to deal with, then I wouldn't recommend choosing this subclass.

The Cosmic Margin of Error

3rd level martial archetype feature.

Whenever you roll a natural 1 or 20, the DM can ask you to roll on the wild magic table. If you have advantage and the dropped roll is a 1, the GM can ask you to roll on the wild magic table. If you have disadvantage and the dropped roll is a 20, then you can choose to roll on the wild magic table. Additionally, if you happen to encounter a situation which would call for you to simultaneously roll twice or more on the wild magic table, only one of the results actually occurs. Roll for each and select the one you want.

...

Consult with your DM and your party before choosing the following optional feature.

If you roll two or more dice of any type and all of those dice land on the same number, then you must roll on the wild magic table. This includes situations such as rolling damage, rolling with advantage or disadvantage, using a potion on yourself, using a potion on someone else, when your character is gambling, etc. This feature does not apply to dice rolled as part of downtime, resting, traveling, etc.; instead applying only to actual roleplay and combat situations.

You can see how this might get out of hand.

Elemental Bug

3rd level martial archetype feature.

Your existence has become a blemish within the natural order of the weave. With each breath, you disrupt the balanced elemental composition of creatures and objects you interact with. It's amazing you're still sane, honestly. You have resistance to psychic damage. 

At the end of every short or long rest, your vulnerabilities and resistances are subject to change. Use the damage type table below to determine one type in which you have vulnerability and one type in which you have resistance. When you do so, roll 2d10 and choose which result is a resistance and which is a vulnerability. If both results are the same number then it cancels out. If you have resistance or vulnerability from some other source then choosing to resist a type in which you are already vulnerable will cancel out the vulnerability, and vice versa.

Also at the end of every short or long rest, roll 2d10 on the damage type table and choose one of the results. Your unarmed or weapon attacks are magical and can count as that damage type in addition to their normal damage type. Your attacks deal +1 damage of the chosen type. If both dice land on the same result, the additional damage is 1d4 instead of +1. The damage bonus increases at 7th level (+1, 1d6), 10th level (+2, 1d8), 15th level, (+2, 1d10), 18th level (+3, 1d12).

Whenever you roll 2d10 on the damage type table, if both dice share the same result then you gain one chance to re-roll an outcome on the wild magic table. This re-roll expires at the end of your party's session for that day, unless the DM says otherwise.

D10 DAMAGE TYPE
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

Endowment of Chaos Advancement Options

You can choose one of the following options at 7th, 10th, and 15th level. You don't need to if you don't want to.

An Ever So Slightly Less Wild Magic Table

At the beginning of each session, both you and the DM start with one 'chance' on the wild magic table. At any time, this 'chance' can be used to invoke a roll on the wild magic table, to re-roll a result on the wild magic table, or to cancel rolling on the wild magic table. 

Disruption

While you are within 5 feet of a creature, it cannot cast spells or use magic. If it is concentrating on a spell, it must make a concentration check once on the turn it enters within 5 feet of you and at the beginning of each of its' turns it remains there. This ability cannot be deactivated and applies to both enemies and allies.

After taking this option, you cannot cast spells or use spell-like abilities except for those granted by features of the Endowment of Chaos or those resulting from rolling on the wild magic table. Additionally, any magical healing you receive is reduced by half.

The DC for this concentration check is 8 + your Constitution modifier + your proficiency bonus.

Every Day's A New Me

Your ability scores are variable. At the end of a long rest, roll 1d6 twice to determine two of your ability scores to increase or decrease until the end of your next long rest. 1–Strength, 2–Dexterity, 3–Constitution, 4–Intelligence, 5–Wisdom, 6–Charisma. You can choose which ability score of the two will increase and which will decrease. Roll 1d4 and apply the result to both ability scores. Using this feature, your ability scores can exceed 20.

Weave Resistance

10th level martial archetype feature.

You have advantage on saving throws against magic.

Outsider

15th level martial archetype feature.

You are immune to the effects of divination magic, magic that could read your thoughts, determine whether you are lying, know your alignment, determine your creature type, or communicate with you telepathy. Detection spells such as detect magic, scrying, or true seeing will reveal you as a chaotic mass of ineffable visual information. This mass fills the area within roughly 10 feet of you.

Creatures that attempt to affect or observe you with magic or abilities of the above types take psychic damage equal to your fighter level and must succeed on a Wisdom saving throw or roll on the short-term madness table listed in chapter 15 of the basic rules.

The DC for this feature is 8 + your Constitution modifier + your proficiency bonus.

Wish

18th level martial archetype feature.

You can cast the wish spell once every ten days. The way you cast this spell is slightly different, however. You do not suffer any of the normal negative effects of making a wish on something other than a spell effect, and you do not have a 33% chance of being unable to cast wish again. Instead, when you make a wish for anything, roll 1d20 unmodified.

If the result is a 15-20, your wish comes true in the best way imaginable. (30%)

If the result is 7-14, the wish comes true in a slightly different way than what you expected. (40%)

If the result is 2-6, the wish comes true in the worst possible way. (25%)

If the result is a natural 1, the wish comes true but your existence is permanently erased. No one remembers your existence. (5%)

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