Bard
Base Class: Bard

The College of Chaos incorporates those who are crazy, and gain their power from the influence they have on the world. It is said that only one individual is truly part of it. The powers gained from the College of Chaos vary from summoning creatures, giving boons to allies, or even cursing enemies. Whatever happens, the only one left will be the wielders of chaos. Let chaos rein. Those who use the powers this College teaches are often shunned by most practical forms of magic practices. However, they are one of the few casters left in the world, so who are they to judge your ways?

Machination of Chaos

Your chaotic influence upon the world gives you power beyond the imagination of others, but is made of your imagination. By spending an inspiration die, you can activate the "Machination of Chaos". Upon doing so, you roll a d12 and gain an ability from another class. 1=Monk, 2=Cleric, 3=Fighter, 4=Rogue, 5=Ranger, 6=Barbarian, 7=Sorcerer, 8=Paladin, 9=Druid, 10=Wizard, 11=Blood Hunter, 12=your choice. You can use any ability that you would be able to use if you were your level in that class. You can reroll this result if you spend another inspiration die.

Created From Chaos

Whenever you would be subject to a negative effect, you can instead put that effect on another creature that you can see. Alternatively, you can turn the effect into 1d12 temporary hit points. Additionally, if you are reduced to 0 hit points, you can be reduced to 1, and have 100 familiars be summoned, and carry you away 60 feet away from the creature that harmed you. If you fell unconscious in an area like water, the familiars will act as a raft. If you fall in lava, the familiars will carry you out into a safe space. etc etc.  

You can both effects once per long rest.

Master of Disaster

At 14th level, you have complete control of the uncontrollable. You are the Master of Disaster, the ultimate idiot savant, the true Master of Chaos. Whenever you make an intelligence check, you cannot roll under a 10. If you are proficient in an ability, you cannot roll under a 10. As a bonus action, by spending an inspiration die, roll 1d100 on the wild magic table. Finally, you are immune to any and all mental effects, and you can commute telepathically.

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