Base Class: Wizard
Choosing to embrace the madness and mayhem of the universe, Chaos Magicians attempt to unleash their full arcane potential, drawing from all types of magic.
Chaos Magicians draw from every source of magic, and can cast spells from many different disciplines. Your spell list includes that of Wizard as well as Artificer, Bard, Cleric, Druid, Sorcerer and Warlock. As a disciple of varying schools of magic you have access to a plethora of spells, but cast them using your abilities as a Wizard, and therefore utilize INT as your spellcasting modifier for all spells.
In addition, your knowledge of the ebb and flow of the arcane affords you flexibility in your elemental spellcasting. Whenever you cast a spell that has the damage type Acid, Cold, Fire, Lightning, Poison or Thunder you may choose to replace the damage dealt with another of these elements.
Flux
The balance of order and chaos in magic is volatile within you, allowing your spell attacks to become empowered or dampened with the tides of the universe. When you cast a spell of level 1 or higher, you may embrace the flux of you arcane abilities and make a roll for emphasis to determine the effectiveness of it's outcome.
Using your spellcasting modifier, you may roll a d20 before casting a spell, and your magic is altered based on your roll.
1-3: Your spell is dampened. On an spell attack that hits, you subtract a damage dice, or -2 if you only have one. For a spell that requires a saving throw, the DC is lowered by 2.
4-17: Your spell works normally.
18-20: Your spell is empowered. On a spell attack that hits, you add a damage dice. For a spell that requires a saving throw, the DC is raised by 2.
These values fluctuate at higher levels:
Level 7: Dampened: 1-5, Empowered: 15-20. Add or subtract 2 damage dice on hit (or -5), DC +/- 3.
Level 11: Dampened: 1-7, Empowered: 13-20. Add or subtract 2 damage dice on hit (or -7), DC +/- 4.
Level 15: Dampened: 1-10, Empowered: 11-20. Add or subtract 2 damage dice on hit (or -10), DC +/- 5.
Bedlam
In the heat of battle, a Chaos Magician can channel their magic to it's full potential. When you cast a spell as an action on your turn, as a bonus action you may cast another 1st level spell or cantrip.
Flashpoint
Your connection to the arcane becomes fractured. You can choose to embody Method or Mayhem, splintering your connection with the other.
Mayhem
Mayhem sows discord in the universe and your magic is no different.
You learn the Bestow Curse and Fear spells. Once per long rest you can cast each of these spells at Level 3 without expending a spell slot.
Your chaotic nature also afford you the ability to deceive, granting you Expertise in Deception.
At Higher Levels: At Level 13 you can use up to a Level 5 spell slot, and at Level 17 you can use up to a Level 7 spell slot to cast Mayhem spells.
Method
Method brings order to the universe, as does your magic.
You learn the Counterspell and Dispel Magic spells. Once per long rest you can cast each of these spells at Level 3 without expending a spell slot.
Your magical affiliation to serenity also grants you Expertise in Persuasion.
At Higher Levels: At Level 13 you can use up to a Level 5 spell slot, and at Level 17 you can use up to a Level 7 spell slot to cast Method spells.
Ruction
You have become a master of turning any situation to your advantage with your arcane prowess. As a reaction, you may have any creature reroll an attack or saving throw, then roll a d6 and subtract that number from their lower roll.
You can use this ability 3 times per long rest.
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