Base Class: Warlock
Your patron is Chaos, a primordial force that is believed existed even before the first Gods were born. Some think they might have been also originated from it and later used it as a tool to create the world as everyone knows it today. Chaos is ever-changing and always in motion, impossible to read and comprehend for anyone.
When you bind yourself to this entity, you may start to feel the need to do things out of the ordinary, things you would never have done otherwise, try new experiences, but without exceeding or crossing lines, keeping everything in balance.
Chaotic Spells
1st-level Agent of Chaos feature
You learn additional spells when you reach certain levels in this class, as shown on the Chaotic Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know. Additionally, whenever you gain a warlock level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell that deals only acid, cold, fire, force, lightning, poison or thunder damage.
Warlock Level | Spells |
---|---|
1st | absorb elements, chaos bolt |
3rd | flame blade, melf's acid arrow |
5th | call lightning, elemental weapon |
7th | fire shield, storm sphere |
9th | temporal shunt, flame strike |
Uncanny Mind
1st-level Agent of Chaos feature
Your pact with Chaos allows you to gain precious insight into it and an exceptional ability in recognizing patters. You gain proficiency in one of the following skills of your choice: Insight, Perception, Investigation.
Insight
You gain proficiency in Insight (Wisdom) ability checks.
Investigation
You gain proficiency in Investigation (Intelligence) ability checks.
Perception
You gain proficiency in Perception (Wisdom) ability checks.
Chaos Dealer
1st-level Agent of Chaos feature
Your patron bestows upon you a token of its unfathomableness, the Deck of Chaos. This deck contains 20 blank cards, each with overwhelming wild magic. Starting at 1st level, you may roll on the Chaos' Manifestation table 5 times. For each roll you make, one of the cards in the deck gets inscribed with the resulting effect.
On each subsequent level in this subclass, your affinity for Chaos increases considerably, allowing you to inscribe 5 additional cards with different effects from an enhanced Chaos' Manifestation table. Additionally, whenever you roll on a new Chaos' Manifestation table, you may forgo one of your rolls and choose one effect from the previous table and inscribe one of the cards with it instead.
As a free Interaction with an Object, you can summon the Deck of Chaos, which starts fluctuating around you. Immediately after you summon it, and as a free Action on each of your turns, you can roll a d20 and command the deck to deal you the resulting card. If you would roll a card that is still part of your hand, you may roll another d20 and be dealt a different card. Any card you are dealt hovers over your head waiting to be used. Causing an inscribed card to manifest its effects requires a specific action, depending on the power dwelling in it, as specified in the Chaos' Manifestation table, after which the card turns blank and gets back in the deck. You may also expend one of your spell slots to mirror the card's effect without consuming its power.
Whether the card you roll is a blank one or an inscribed one, you can use your Action to grab the card and make a ranged weapon attack with it. For this purpose, the Deck of Chaos counts as a simple weapon with the range (40/80) property. On a hit, each card deals 1d6 piercing damage. If you have any feature that allows you to make any amount of extra attacks whenever you take the Attack action on your turn, you may use the same card for any additional attack; after that, the card gets shuffled back in the deck.
You may fold your hand as a Bonus Action or carry it over onto your next turn requiring no action. However, your hand can't exceed a number of cards equal to your proficiency bonus.
The cards' damage increases by 1d6 when you reach 6th level (2d6), 10th level (3d6), and 14th level (4d6).
You may use a number of inscribed cards equal to your proficiency bonus and regain all expended cards after finishing a long rest.
d10 | Effect |
---|---|
1 | (Free Action) You draw one additional card. |
2 | (Bonus Action) For the next minute, when a creature hits with a melee attack, that creature takes lightning damage equal to you Charisma modifier. |
3 | (Action) You cast Zephyr Strike. |
4 | (Bonus Action) Until you finish a long rest, you learn one cantrip of your choice from any spell list. |
5 | (Bonus Action) Your next weapon attack gains the benefits of the Branding Smite spell. |
6 | (Reaction) When a creature within 60 feet from you targets you with an attack, you may force him or her to succeed on an Intelligence saving throw. On a fail, you switch places with the creature, potentially making him or her take the damage from their own attack. You must do so before knowing the result of the roll. |
7 | (Bonus Action) You cast Dragon's Breath. |
8 | (Action) You gain 3d8 temporary hit points. |
9 | (Action) You cast Rime's Binding Ice. |
10 | (Bonus Action) You cast Tasha's Mind Whip. |
Unforeseen Aid
6th-level Agent of Chaos feature
The unpredictability of Chaos is your greatest ally in battle. Whenever you are the target of an attack that would deal damage to you or you are forced to make a Dexterity saving throw to halve or avoid the effects of an attack, you can use your Reaction to teleport away from danger and in an unoccupied spot you can see within 30 feet from you, negating any damage or effect. Once you use this feature, you can't use it again until you finish a long rest.
Enhanced Chaos' Manifestation Table
6th-level Agent of Chaos feature
Enhanced Chaos' Manifestation Table
D10 | EFFECT |
---|---|
1 | (Bonus Action) For the next minute, you are under the effects of the Ashardalon's Stride spell. |
2 | (Bonus Action) Your next weapon attack gains the benefits of the Ensnaring Strike spell casted as a 3rd-level spell. |
3 | (Free Action) You can take one additional action. |
4 | (Action) You cast Haste on yourself. |
5 | (Action) You regain a number of hit points equal to twice your level in this class. |
6 | (Action) You cast Blink. |
7 | (Reaction) You teleport in an unoccupied space that you can see within 30 feet from you, leaving behind an explosion of lightnings dealing 3d6 lightning damage to any creature in a 5-foot radius area. |
8 | (Bonus Action) You cast Lightning Arrow. |
9 | (Action) You cast Life Transference. |
10 | (Action) You cast Pulse Wave. |
Elemental Chaos
10th-level Agent of Chaos feature
The power of Chaos dwelling inside of you keeps you in an ever changing state. Whenever you finish a long rest, you can roll on the Elemental Table.
You gain resistance to damage dealt to you with that element. Additionally, whenever you deal damage, you can choose to change the type of damage dealt by your attack to the one rolled with this feature.
d10 | Element |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Enhanced Chaos' Manifestation Table
10th-level Agent of Chaos feature
Enhanced Chaos' Manifestation Table
D10 | EFFECT |
---|---|
1 | (Action) Tentacles springs out of your body. Any creature within 10 feet from you, must succeed a Dexterity saving throw or be grappled by the tentacles. Only one creature can be grappled at the time. While grappled, the creature takes 2d6 psychic damage at the start of each of its turns, and you reagin the same amount as hit points. |
2 | (Action) You cast Elemental Bane. |
3 | (Bonus Action) For the next minute, you add twice your Charisma modifier to any damage roll you make. |
4 | (Bonus Action) You take 4d6 necrotic damage but deal 6d6 radiant damage with your next attack. The damage you take in this way can't be negated or reduced in any magical or non-magical way. |
5 | (Action) You cast Phantasmal Killer. |
6 | (Action) You cast Hypnotic Pattern. |
7 | (Reaction) Termporal magic engulfs you. Whenever a creature takes the Attack action within 5 feet from you, you may flick him or her on the forehead, forcing them to succeed on a Constitution saving throw. On a fail, they freeze in time until the start of their next turn, allowing you to move up to your walking speed. A creature frozen in this way counts as stunned. |
8 | (Action) You cast Vitriolic Sphere. |
9 | (Bonus Action) An aura of cold surrounds you. Any creature within 20 feet from you is slowed and take 4d6 cold damage if it starts its turn inside of it or if it crosses it. |
10 | (Action) You cast Evard's Black Tentacles. |
Top Decker
14th-level Agent of Chaos feature
Your understanding of Chaos allows you to better understand and read the patterns in which the cards in your Deck of Chaos get shuffled. Whenever the deck deals you a card, you may command it to deal you with a different one of your choice instead. You can use this feature a number of times equal to half of your proficiency bonus and regain all expended uses whenever you finish a long rest.
Enhanced Chaos' Manifestation Table
14th-level Agent of Chaos feature
Enhanced Chaos' Manifestation Table
D10 | EFFECT |
---|---|
1 | (Action) You cast Dawn. |
2 | (Bonus Action) Your next weapon attack gains the benefits of the Banishing Smite spell. |
3 | (Action) You cast Conjure Elemental. |
4 | (Action) You or a creature that you can see within 30 feet from you regains 6d10 hit points. |
5 | (Action) You cast Cone of Cold. |
6 | (Reaction) When you take damage from any source, you can reduce that damage to 0. |
7 | (Action) You cast Immolation. |
8 | (Action) You cast Bigby's Hand. |
9 | (Bonus Action) A pair of eyes grows out on the palms of your hands. For the next hour, you have truesight out to a range of 60 feet. |
10 | (Action) You cast Steel Wind Strike. |
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