Base Class: Wizard
You have dedicated your studies to the wild forces of chaos. Though they are not something that can be controlled, you have learned to work with them to boost your magic and expand your skills.
Random Talents
Beginning at 2nd level, your study of the forces of chaos has taught you to thrive in unexpected situations. When you make an ability check or an attack roll with a skill, tool, or weapon with which you are not proficent, you can choose to add a bonus equal to your Intellegence modifier (minimum of 1) to the roll.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 1st level or higher to use it again.
Uncontrolled Spellbook
Starting at 2nd level, your spellbook has been influenced by the forces of chaos, causing random pages to appear.
Whenever you prepare spells from your spellbook, roll a d100 on the Uncontrolled Spells table. At 2nd level, round the roll to the nearest 5. Starting at 6th level, round to the nearest even number. At 9th level and onwards, use the exact number rolled.
Add the rolled spell to the list of your list of prepared spells for the day. It counts as a wizard spell for you but doesn't count against the number of spells you have prepared.
You can cast this spell once without expending a spell slot. The level it is cast at is equal to half of your wizard level, rounded down, up to a maximum spell level of 5.
| d100 | Spell | d100 | Spell |
| 01 | Circle of Power | 51 | Immolation |
| 02 | Blink | 52 | Misty Step |
| 03 | Banishment | 53 | Ice Storm |
| 04 | Mirror Image | 54 | Moonbeam |
| 05 | Absorb Elements | 55 | Detect Magic |
| 06 | Aganazzar's Scorcher | 56 | Phantasmal Force |
| 07 | Arcane Eye | 57 | Polymorph |
| 08 | Aid | 58 | Fireball |
| 09 | Bigby's Hand | 59 | Sickening Radiance |
| 10 | Bane | 60 | Earth Tremor |
| 11 | Cone of Cold | 61 | Insect Plague |
| 12 | Summon Undead | 62 | Fly |
| 13 | Evard's Black Tenacles | 63 | Mass Cure Wounds |
| 14 | Darkness | 64 | Haste |
| 15 | Bless | 65 | Entangle |
| 16 | Earthbind | 66 | Hypnotic Pattern |
| 17 | Dawn | 67 | Synaptic Static |
| 18 | Summon Shadowspawn | 68 | Lightning Bolt |
| 19 | Contagion | 69 | Dominate Person |
| 20 | Burning Hands | 70 | Faerie Fire |
| 21 | Destructive Wave | 71 | Wall of Force |
| 22 | Flame Blade | 72 | Major Image |
| 23 | Enervation | 73 | Wall of Fire |
| 24 | Healing Spirit | 74 | Melf's Minute Meteors |
| 25 | Cause Fear | 75 | Guiding Bolt |
| 26 | Heat Metal | 76 | Slow |
| 27 | Freedom of Movement | 77 | Wall of Light |
| 28 | Hold Person | 78 | Sleet Storm |
| 29 | Grasping Vine | 79 | Telekinesis |
| 30 | Chaos Bolt | 80 | Healing Word |
| 31 | Greater Invisibility | 81 | Vitrolic Sphere |
| 32 | Invisibility | 82 | Revivify |
| 33 | Oitluke's Resilient Sphere | 83 | Watery Sphere |
| 34 | Levitate | 84 | Stinking Cloud |
| 35 | Command | 85 | Ice Knife |
| 36 | Animate Dead | 86 | Ray of Enfeeblement |
| 37 | Phantasmal Killer | 87 | Rary's Telepathic Bond |
| 38 | Bestow Curse | 88 | Scorching Ray |
| 39 | Cloudkill | 89 | Wrath of Nature |
| 40 | Disguise Self | 90 | Magic Missle |
| 41 | Creation | 91 | Mislead |
| 42 | Counterspell | 92 | Mass Healing Word |
| 43 | Far Step | 93 | Summon Abberation |
| 44 | Daylight | 94 | Spike Growth |
| 45 | Dissonant Whispers | 95 | Thunderwave |
| 46 | Fear | 96 | Wall of Water |
| 47 | Greater Restoration | 97 | Summon Elemental |
| 48 | Mind Spike | 98 | Tidal Wave |
| 49 | Hold Monster | 99 | Dimension Door |
| 50 | Cure Wounds | 100 | Sleep |
Chaotic Redirection
Starting at 6th level, you channel chaotic energy to protect yourself from harm.
Whenever you take damage caused by a another creature, you can use your reaction to roll a d20. On a roll of 10 or higher, the damage is instead taken by a random creature within 30 ft. of you.
Each time you successfully use this reaction, the minimum number you must roll to redirect the damage increases by 1. The number resets to 10 when you finish a short or long rest.
Chaotic Energy
Starting at 10th level, you have learned how to draw on the forces of chaos to empower (or disempower) your spells.
Whenever you cast a wizard spell of 1st level or higher that deals damage, you can choose to roll a d20. On a roll of 1 or 2, the spell deals the minimum amount of damage it can. On a roll of 3-17, the spell functions as normal. On a roll of 18-20, maximize the damage of the spell.
You only maximize or minimize the damage dealt on the turn you cast the spell.
Untamed Spellbook
At 14th level, your spellbook grows even more wild, as powerful magic consumes it's pages.
When you are preparing spells, you may roll a d100 on the Untamed Spells table and add the rolled spell to your list of prepared spells for that day, in additon to your Uncontrolled Spell.
You can cast this spell once at it's lowest level without expending a spell slot.
|
d100 |
Spell |
| 01-05 | Disintegrate |
| 06-10 | Flesh to Stone |
| 11-15 | Wall of Thorns |
| 16-19 | Scatter |
| 20-23 | Sunbeam |
| 24-27 | Harm |
| 28-31 | Heal |
| 32-35 | Mass Suggestion |
| 36-39 | Mental Prison |
| 40-43 | Investure of Flame |
| 44-47 | Investure of Stone |
| 48-51 | Investure of Wind |
| 52-55 | Investure of Ice |
| 56-59 |
Arcane Gate |
| 60-63 | Oitluke's Freezing Sphere |
| 64-67 | Otto's Irrestible Dance |
| 68-71 | Primordial Ward |
| 72-75 | Wall of Ice |
| 76-79 | Wall of Thorns |
| 80-83 | Summon Fiend |
| 84-88 | Sunbeam |
| 89-91 | Crown of Stars |
| 92-93 | Finger of Death |
| 94-95 | Reverse Gravity |
| 96-97 | Teleport |
| 98-99 | Divine Word |
| 100 | Maze |
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