Base Class: Rogue
Some rogues rule through treachery. Some rule through careful planning. Some rule through sheer agility. But none of them can rule like chaos does. Chaos Rulers harness the potent abilities of chaos itself to sow discord and disorder among their foes, inflicting all manners of afflictions and debilitating strikes to disrupt their forces.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
Cantrips
You learn three cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 10th level.
Spell Slots
The Chaos Ruler Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level warlock spells of your choice, two of which you must choose from the enchantment, illusion, and necromancy spells on the warlock spell list.
The Spells Known column of the Chaos Ruler Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an enchantment, illusion, or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment, illusion, or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, since you draw your magic from chaos itself. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Chaos Ruler Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
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 Ruler Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
Stall
Starting at 3rd level, you can inflict a touch of chaos onto anyone who stumbles in battle. As a bonus action on your turn, you can make a ranged spell attack against a creature within 60 feet that was dealt damage or failed a saving throw this turn. On a hit, it takes 2d4 damage and can't take reactions until the end of its next turn. Choose one of the d4s. The number rolled on that die determines the attack’s damage type, as shown below.
| d4 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Lightning |
This feature’s damage increases by 1d4 when you reach 9th level (3d4), 13th level (4d4), and 17th level (5d4). You can choose any of the dice to determine the attack's damage type. Starting at 13th level, the target also can't take bonus actions until the end of its next turn.
Sabotage
Starting at 9th level, you specialize in striking others when they're down. Your Sneak Attack deals an additional 1d6 damage for each of the following conditions the target is under: blinded, charmed, cursed, deafened, any level of exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious, or reduced hit point maximum.
Unpredictable
At 13th level, you can use your action to unleash a powerful blast of chaotic energy that disables and debilitates all caught within a 20 foot radius sphere centered on a point you choose within 90 feet. Roll three d20 to determine conditions from the Conditions table below. If the same condition is rolled more than once, the extra rolls have no effect. Each creature within the target area must make a Wisdom saving throw against your spell save DC. On a failure, their AC is reduced by -2 and they suffer each condition rolled. At the end of each affected creature's turn, it can make another Wisdom saving throw (even when incapacitated). On a success, it can end one condition affecting it (including the AC penalty). Otherwise, the duration is 1 minute for all conditions. You can use this feature once until you finish a long rest.
| d20 | Conditions |
|---|---|
| 1-3 | Hit Points Reduced - The creature takes 2d8 necrotic damage and its hit point maximum is reduced by the same amount. If its hit point maximum is reduced to 0, it dies. |
| 4-6 | Blinded - The creature is blinded. |
| 7-8 | Deafened - The creature is deafened. |
| 9-10 | Poisoned - The target is poisoned and takes 1d8 poison damage at the beginning of each of its turns. |
| 11-12 | Exhausted - The target suffers one level of exhaustion. |
| 13-14 | Cursed - The target becomes cursed. It has disadvantage on all attack rolls against you. Whenever it rolls a 13 (including when rolling with advantage or disadvantage) it takes 13 force damage. A remove curse spell ends this effect. |
| 15 | Stunned - The target is stunned until it takes damage or someone uses an action to shake or slap it. |
| 16 | Charmed - The target is charmed by you until you or your companions do anything harmful to it. |
| 17 | Frightened - The target is frightened of you. |
| 18 | Sleep - The target falls unconscious until it takes damage or someone uses an action to shake or slap it awake. |
| 19 | Petrified - The target is restrained. At the end of its turn, it must make a Constitution saving throw. If it fails three times, it becomes petrified. |
| 20 | Paralyzed - The target is paralyzed. |
Chaos
At 17th level, you gain the ability to unleash pure chaos upon the battlefield all around you as an action. For the next 1 minute, whenever a creature within 60 feet of you makes an attack roll, saving throw or ability check, it adds +7 to the result if it's even and subtracts -7 from the result if it's odd. Whenever the result after that is 7 or lower, the creature takes 7 force damage and has disadvantage on all Wisdom saving throws you impose on them for the duration. You can choose to ignore this effect for any attack roll, saving throw or ability check you make. You can use this feature once until you finish a long rest.
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Posted Oct 1, 2025Can you update for 2024 rogue?