Sorcerer
Base Class: Sorcerer

As a Chaotic Host, you or someone in your lineage has become the host of deep and relentless chaos. 

Chaotic Release

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of chaotic magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Chaotic Release table to create a magical effect. If you do not roll a 1, the threshold for rolling on the table increases by 1. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

 
 

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Chaotic Release table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Ensuing Chaos

Starting at 6th level, you have the ability to affect reality as you know it. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll a d20 and swap that dice with the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Apex of Chaos

 

Apex of Chaos

Starting at 18th level, you can tap into the core of your chaotic power to unleash a cataclysmic storm of magical energy. As an action, you can expend 5 sorcery points to invoke the Apex of Chaos for 1 minute. While this power is active, you gain the following benefits:

  • Chaotic Aura: You emanate an aura of chaotic energy in a 30-foot radius. Creatures that start their turn in the aura must make a Wisdom saving throw against your Sorcerer spell save DC or be affected by a random spell effect from the Wild Magic Surge table. 

  • Elemental Flux: Whenever you cast a spell of 1st level or higher, you can change its damage type to one of the following, at random: fire, cold, lightning, acid, or thunder. You roll a d6; on a 6, the spell's damage is divided evenly among all five types.

  • Unpredictable Defenses: When you are targeted by an attack or a harmful spell, you can use your reaction to impose disadvantage on the attack roll or force the spellcaster to reroll the spell attack roll or saving throw DC. Once you use this feature, you can't use it again until the start of your next turn.

  • Chaos Incarnate: You can choose to fail any saving throw to trigger a Wild Magic Surge. If the result is a spell, it is cast with a slot level equal to the highest-level spell slot you have available, and it targets or centers on yourself as appropriate.

You can use this one time per long rest.