Base Class: Warlock
Abaddon is a deity of Chaos and Destruction, though it is unknown whether he is viewed within the world of the gods as one of their own or a lesser being. He takes on warlocks nonetheless, for no reason in particular. Some say he likes to collect worshippers like pretty stones and jewels, others say he is dependent on the power they bring him, and the last believe his reasons to be on emotions unseen by mortals on his face.
He has been seen as various animals and gender expressions throughout the millennia, his most notable being an ashy brown and gold fox.
He rules over Chaos within the realm of limbo following the chaos domain that aided in his formative years. He is a part of the Chaos and Destruction domains, along with partially Illusion, Madness, and Trickery.
Expanded Spell List
Chaos 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.
Chaos' Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Chaos BOOM, hideous laughter |
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2nd |
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3rd |
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4th |
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5th |
"get dunked on"
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Twist of Fate
Starting at 6th level, you can call on your patron to alter fate. The catch is, you don't know which way the tides will turn.
Roll a d4, then flip a coin. The d4 determines how high you rolled as usual, the catch is that when you flip a coin, it can alter your roll. Calling heads/tails in the air, and if you land on your pick, you get a d4 in your favor. If you get the opposite of your call, it flips your roll, and you have a d1.
You must roll the d4 first, decide whether or not to use the effect, then flip the coin. It may go in your favor or otherwise.
4: You add 1d10 to an ability check or saving throw.
3: You add 1d4 to an ability check or saving throw
2: nothing happens
1: Subtract 1d4 from an ability check or saving throw.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Chaotic Resilience
Starting at 10th level, you can determine one damage type when you finish a short or long rest. You gain resistance to that damage type until you determine a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Roll a d12 to determine which type of damage you will be resistant to. You cannot roll again until after your next short or long rest.
1: Fire
2: Bludgeoning
3: Radiant
4: Necrotic
5:Psychic
6: Cold
7: Force
8: Thunder
9: Piercing
10: Lightning
11: Acid
12: Poison
Purgatory Plunge
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the chaotic planes. The creature disappears and hurtles through a maddening, ever-changing landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not of chaotic alignment, it takes 10d10 psychic damage as it reels from its mind-boggling, maddeningly chaotic experience. If the target is Chaotic Good or Chaotic Evil, it takes 5d10 psychic damage, from only being able to withstand half of their trip. If the target is Chaotic Neutral, it takes 2d10 psychic damage, since the experience is tolerable, but far from pleasant and normal.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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11/6/2023 9:48:42 PM
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11/6/2023 10:00:21 PM
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Coming Soon
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