Base Class: Sorcerer
The Chaos Conduit is a rare and enigmatic subclass of sorcerer, whose very essence is infused with the unpredictable and chaotic forces of magic. These spellcasters dance on the precipice of order and chaos, and their powers are a reflection of the ever-shifting, uncontrollable nature of magic itself.
Surging Instincts
When a Chaos Conduit gets scared or utilizes their magic, their connection to the volatile magic within them can result in unexpected surges of power. Whenever you cast a spell of 1st level or higher, when you take damage in combat, or you gain the Frightened condition, you must roll a d20.
On a roll of 1, your chaotic magic surges, causing an unpredictable effect. Whenever you roll and no magical effect occurs, the number which triggers your surges increases by 1. When your chaos surges, the number resets.
Roll on the Chaos Surge Table to determine the outcome. The effects can be both beneficial and detrimental, adding an element of risk and excitement to your spellcasting.
| 1 |
Self-Depletion: Your life force weakens, causing you to lose half your current hit points.
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| 2 |
Bewildering Ailment: You suffer from a debilitating ailment, reducing your movement speed to 5 feet until your next long rest.
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| 3 |
Mind Rend: You take 1d4 psychic damage and you are stunned for one turn as your thoughts become chaotic and painful.
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| 4 |
Self-Petrification: You turn into a stone statue for one round, becoming paralyzed and vulnerable to bludgeoning, force and thunder damage.
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| 5 |
Ethereal Curse: You become ethereal, unable to interact with the physical world for one round.
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| 6 |
Temporal Paralysis: You become frozen in time for one round, unable to take any actions.
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| 7 |
Magical Entropy: Your spell slots are temporarily drained, preventing you from casting spells for one round.
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| 8 |
Unstable Form: Your body becomes amorphous and difficult to control, granting attackers advantage on their next attack against you.
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| 9 |
Reckless Teleport: You teleport to a random location within 60 feet, potentially into a dangerous situation.
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| 10 |
Chaotic Vulnerability: You become vulnerable to a random damage type (fire, cold, acid, lightning, or poison) for one round.
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| 11 |
Mystic Feedback: You cannot take reactions for a number of turns equal to the last spell's level you cast.
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| 12 |
Self-Blinding Flash: You emit a blinding flash of light, blinding yourself for one round.
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| 13 |
Blood Magic: Until your next long rest, you must cut yourself and use your own blood in order to cast spells. You take one point of damage per spell level.
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| 14 |
Arcane Overload: The nearest creature to you takes 2d8 force damage as your magic backfires.
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| 15 |
Void Embrace: You are pulled into a dark void, becoming restrained and blinded for one round.
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| 16 |
Infernal Pain: You and creatures within 5 feet of you take 2d6 fire damage as flames engulf your body.
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| 17 |
Chaos Malaise: You suffer a -2 penalty to all ability scores for one round.
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| 18 |
Backfire Blast: Your next spell or ranged attack hits you instead of the intended target.
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| 19 |
Magical Fatigue: Your spellcasting abilities are drained, preventing you from casting spells until the end of your next turn.
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| 20 |
Self-Inflicted Confusion: You become confused, considering enemies allies and allies enemies for one round.
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| 21 |
Abyssal Beckoning: You summon a minor demon or fiendish ally to aid you for one round.
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| 22 |
Abyssal Temptation: Nearby creatures hear whispers of dark temptations, affecting their actions.
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| 23 |
Aegis of Shadows: A shadowy barrier forms around you, granting you resistance to all damage for one round.
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| 24 |
Arcane Infusion: Your spells become empowered, dealing maximum damage for one round.
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| 25 |
Arcane Whirlwind: A swirling vortex of arcane energy surrounds you, granting you advantage on your next spell attack roll.
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| 26 |
Astral Projection: Your consciousness leaves your body temporarily, allowing you to explore the astral plane.
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| 27 |
Baneful Blessing: Your spells deal an extra 1d6 damage for the next minute.
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| 28 |
Bewildering Mirage: You project illusory duplicates of yourself, causing enemies to become confused. They have disadvantage on attacks against you for one round.
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| 29 |
Blinking Glitch: You phase in and out of existence, causing attacks against you to have disadvantage.
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| 30 |
Borrowed Fortune: You gain the use of a random skill or ability of a nearby creature for one round.
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| 31 |
Burst of Radiance: You emit radiant energy, blinding all creatures within 10 feet for one round.
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| 32 |
Celestial Blessing: You are infused with radiant energy, healing yourself for 2d10 hit points.
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| 33 |
Chaos Bolt: You launch a bolt of chaotic energy at an enemy, dealing 2d8 force damage.
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| 34 |
Chaos Loom: You conjure a random minor magical item or trinket.
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| 35 |
Chaos's Grasp: Your magic surges outward, forcing all creatures within 20 feet of you to make a Dexterity saving throw or be restrained in place for one round.
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| 36 |
Chaotic Diplomacy: All creatures within 30 feet must make a Wisdom saving throw or become friendly toward you for one round.
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| 37 |
Charm Ward: Nearby creatures become immune to charm and fear effects for one round.
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| 38 |
Charming Aura: All creatures within 30 feet must make a Wisdom saving throw or be charmed by you for one round.
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| 39 |
Cloak of Deception: You become invisible to one creature of your choice for one round.
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| 40 |
Colorful Barrage: Multicolored beams of light burst from your fingertips, dealing 2d6 force damage to a target of your choice.
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| 41 |
Cursed Advantage: Your next attack has advantage and deals bonus damage, but it also affects a random ally.
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| 42 |
Dimensional Flicker: You briefly phase out of existence, becoming invulnerable to attacks for one round.
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| 43 |
Dimensional Shuffle: You swap places with a willing creature within 30 feet of you.
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| 44 |
Doppelganger: A copy of you appears nearby and mimics your actions for one round.
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| 45 |
Doppelganger’s Whim: You take on the form of a nearby creature for one round.
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| 46 |
Duplicitous Echo: An echo of a nearby creature is created, causing confusion.
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| 47 |
Echoing Voice: Your voice carries far and loud, reaching distant locations or creatures.
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| 48 |
Elemental Clash: A brief elemental storm occurs, affecting all creatures in an area.
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| 49 |
Elemental Surges: You gain resistance to a random damage type (fire, cold, acid, lightning, or poison) for one round.
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| 50 |
Enigmatic Speech: You speak in riddles and cryptic messages for one round.
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| 51 |
Esoteric Telekinesis: You can move objects with your mind for one round.
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| 52 |
Eternal Loop: Time gets stuck in a loop, allowing you to repeat the same action twice.
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| 53 |
Ethereal Echoes: You phase out of reality briefly, gaining resistance to all damage types for one round.
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| 54 |
Fey Ancestry: You sprout fey-like features for one round, gaining advantage on Charisma checks.
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| 55 |
Feywild Step: You teleport to a random location within 60 feet.
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| 56 |
Fortunate Dodge: You evade an attack that should have hit you.
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| 57 |
Fortune's Smile: Your critical hit range increases to 19-20 for one round.
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| 58 |
Gravity Spike: You create an area of intense gravity, drawing nearby creatures and objects towards you.
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| 59 |
Gravity Well: You create an area of reduced gravity, causing creatures and objects to float.
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| 60 |
Hasty Retreat: You gain a burst of speed, allowing you to take an additional move action this turn.
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| 61 |
Iridescent Barrier: A shimmering barrier grants you immunity to one type of damage for one round.
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| 62 |
Luck's Smile: You reroll any d20 roll and take the better result.
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| 63 |
Lucky Break: Your next failure becomes a critical success.
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| 64 |
Lucky Reversal: An opponent's success becomes a critical failure.
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| 65 |
Luminous Flight: You sprout ethereal wings and gain a flying speed of 60 feet for one round.
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| 66 |
Maddening Whispers: Nearby creatures hear eerie whispers, becoming frightened for one round.
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| 67 |
Magnetic Field: Metallic objects are drawn towards you, potentially disarming foes.
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| 68 |
Mind Scramble: You scramble the thoughts of a target, causing them to act unpredictably.
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| 69 |
Mirror of Desires: You see into the desires of a nearby creature, influencing their actions.
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| 70 |
Mirror of Reflection: You reflect a spell or attack back at the caster.
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| 71 |
Mirror Walk: You teleport up to 30 feet to an unoccupied space that you can see.
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| 72 |
Molten Eruption: Lava surges from the ground, damaging all creatures in the area.
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| 73 |
Mystic Charm: A random object on your person becomes a magical charm, granting you a +2 bonus to your next saving throw.
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| 74 |
Mystic Echo: Your words or actions echo, creating a cacophony that distracts others.
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| 75 |
Mystic Web: A shimmering barrier forms around you, granting you immunity to all damage for one round.
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| 76 |
Phantom Foes: Illusory duplicates of menacing creatures appear, intimidating nearby enemies, giving them disadvantage on their next saving throw.
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| 77 |
Planar Rift: A portal to another plane opens briefly, releasing a random creature or hazard.
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| 78 |
Polymorph Cascade: You transform a nearby creature into another random creature for one round.
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| 79 |
Polymorph Surge: You transform into a random creature for one round, gaining its abilities and characteristics.
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| 80 |
Prismatic Surge: You emit a dazzling display of prismatic light, blinding all creatures within 20 feet for one round.
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| 81 |
Quicksand Pool: The ground becomes quicksand in an area, hindering movement.
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| 82 |
Rainbow Burst: You emit a brilliant burst of colors, blinding creatures for one round.
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| 83 |
Reality Bend: You twist the fabric of reality, warping the environment or altering terrain.
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| 84 |
Reality Distortion: You warp the battlefield, creating or destroying cover.
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| 85 |
Resonant Thunder: A deafening clap of thunder emanates from you, stunning all creatures within 10 feet of you for one round.
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| 86 |
Retroactive Healing: You regain hit points equal to half your maximum hit points.
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| 87 |
Reverse Gravitation: Gravity reverses in an area, causing creatures and objects to float upwards.
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| 88 |
Rogue's Luck: You steal a random minor item from a nearby creature.
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| 89 |
Shadowy Embrace: You become incorporeal, allowing you to pass through objects and resist all non-magical damage for one round.
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| 90 |
Shifting Alignment: Your alignment changes to a random one for one round, affecting your actions and interactions accordingly.
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| 91 |
Slipstream: Time seems to slow, allowing you to take an extra turn immediately.
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| 92 |
Surprise Twist: Your next action becomes a surprise round, acting before others.
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| 93 |
Telepathic Jumble: You can read the thoughts of creatures around you for one round.
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| 94 |
Temporal Hiccup: Time skips forward or backward, affecting the flow of the battle.
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| 95 |
Temporal Loophole: You can redo your previous turn as if it never happened.
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| 96 |
Temporal Shift: You move forward or backward in time, experiencing a different moment.
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| 97 |
Vanishing Act: You become invisible for one round, or until you attack or cast a spell.
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| 98 |
Whispering Shadows: You cast a minor illusion that confuses and disorients nearby creatures.
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| 99 |
Wildfire Surge: Flames burst from your fingertips, igniting a target within 30 feet.
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| 100 |
Winds of Chaos: Gusts of wind surround you, granting you a flying speed of 60 feet for one round.
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Chaotic Defense:
Chaotic Defense:
Chaos Conduits can channel their chaotic energy to protect themselves. When they suffer a critical hit, they can use their reaction to trigger a chaos surge. The resulting magical effect might mitigate or even redirect the incoming damage, ensuring that danger always comes with a chance for the unexpected.
Wild Metamagic
Wild Metamagic: Starting at 6th level, Chaos Conduits can imbue their spells with Chaos Magic. For two sorcery points, you can use the Chaos Metamagic option. You can use this ability again when you finish a long or short rest.
Roll a D6. An additional effect is applied to the spell, according to what you've rolled.
1. You are affected by the spell, as well as the intended target. If the spell requires a saving throw, you automatically fail the save.
2. The spell can target one additional target of your choice within 60 feet of the target.
3. You may choose up to three creatures who are unaffected by the spell.
4. If the spell requires concentration, you automatically succeed on your first Concentration check to maintain the spell. If the spell does not require concentration, you can cast the same spell again on a subsequent turn, without expending another spell slot.
5. The spell's duration is doubled.
6. If the spell deals damage, it automatically does the maximum amount of damage. If the spell does not deal damage, you can choose one creature to automatically fail their saving throw against the spell.
In addition, if the spell deals damage: Roll a D8. The roll determines the type of damage dealt:
1. Acid
2. Cold
3. Fire
4. Force
5. Lightning
6. Poison
7. Psychic
8. Thunder
These allow them to manipulate their spells in unpredictable ways, such as enhancing or altering their effects with a touch of chaos. This could include distorting the range of a spell, causing it to jump from target to target, or even introducing an element of randomness to the damage dealt.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your chaotic magic. Whenever you roll on the Chaos Surge table, you can roll twice and use either number.
I Choose Chaos
Beginning at 18th level, you can use a bonus action to trigger a Chaos Surge. When you do so, you can choose to roll normally, or select which effect occurs. If you choose which effect occurs, you cannot use this ability again until you finish a short or long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/15/2023 3:49:31 AM
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