Warlock
Base Class: Warlock

You have made a pact with a chaotic god or creature inclined towards chaos. These beings have a variety of goals, ranging from good to evil, but all culminating through seemingly random and chaotic means. These beings typically bear a great hatred towards the more powerful gods as they believe that affairs of the material plane should be left to chance, not supreme control.

Expanded Spell List

The Chaotic One 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.

 Chaotic One Expanded Spells

SPELL LEVEL

SPELLS

1st

absorb elements, inflict wounds

2nd

alter self, blindness/deafness

3rd

call lightning, phantom steed

4th

confusion, phantasmal killer

5th

contagion, maelstrom

Chaotic Casting

Starting at 1st level, the chaotic nature of your patron begins to take hold on your spellcasting. Whenever you cast a spell of 1st level or higher, roll the percentile die. If the value is within the spell’s level multiplied by 10, roll on the Wild Magic table.

Manipulator of Chance

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Chaotic Casting II

Starting at 6th level, you can tap into your patron’s chaotic power to cast more powerful, yet less reliable spells. Without expending a spell slot, you can cast a spell of 4th level from the Chaotic One expanded spell list. A 4th level spell will have a 60% chance of causing a wild magic surge rather than the usual 40%.

This feature recharges after a short rest.

Enhanced Ability

Starting at 7th level, you can now cast a 5th level spell from The Chaotic One expanded spell list. This spell will not use a spell slot and will have a 75% chance of a wild magic surge rather than the usual 50%.

Chaotic Casting III

Starting at 10th level, you can pour tremendous chaotic energy into your spells. On any spell you can choose to double the damage, increase the save DC (add proficiency modifier), or double the range. Using this feature will result in a 20% increase to the wild magic threshold (30% for 1st level spells, 40% for 2nd level spells, etc...). Any wild magic spell will be affected by the same increase as the original spell.

This feature recharges after a short rest.

Control Chaos

Starting at 14th level, you gain increased control over your wild magic. You can now roll the percentile die twice and pick either value to activate and determine the result of a wild magic surge.

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