Base Class: Warlock
Forging a pact with chaotic magic is dangerously unpredictable, those brave or foolish enough to harness this power struggle against chaotic tides of fortune.
Expanded Spell List
The following spells are added to the warlock spell list for you.
Chaos Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
chaos bolt, jim's magic missile |
|
2nd |
scorching ray, see invisibility |
|
3rd |
blink, vampiric touch |
|
4th |
confusion, polymorph |
|
5th |
animate objects, reincarnate |
Chaotic Surge
1st Level - Whenever you roll a critical result on a spell attack roll, one d12 effect occurs;
Critical Failure
- You transform into the last object you held for 1 minute.
- Your eyes emit a bright light up to 30ft and dim light for a further 30ft for 30 seconds, during which you are blinded.
- Your body turns to solid gold until the start of your next turn, during this time you are immune to lightning and piercing damage and resistant to all other forms of damage but are petrified.
- For the next minute you hover 1 foot above the ground, otherwise you can move as normal.
- You magically swap places with the closest humanoid creature within 30ft.
- You soul is thrust out of your body until the start of your next turn, during this time your body is considered unconscious.
- A devilish imp is summoned in an unoccupied space within 30ft, it insults you, and then vanishes.
- The ground around you in a 20ft radius becomes difficult terrain until you leave this area.
- You are knocked prone by your spell.
- Your spell reflects off your target back at you.
- Your next attack against the same target is at advantage.
- You can immediately reattempt your spell attack.
Critical Success
- Your appearance transfigures into last humanoid you saw for 1 hour.
- Your attack blinds your target until the start of your next turn.
- Your attack deals an additional 1d4 force damage.
- You are polymorphed into a pseudodragon for the next minute, your spellcasting abilities are unchanged.
- Your jump height and distance is doubled until the end of your next turn.
- You regain one spell slot.
- A flumph is summoned in an unoccupied space within 30ft, it gives you words of encouragement, granting you 1d4 temporary hit points. The flumph then vanishes.
- You turn invisible until the end of your next turn.
- For the next minute, you grow natural melee weapons in the form of your choosing such as claws, fangs or bigger hands. These natural weapons deal 1d6 bludgeoning, piercing or slashing damage.
- Until the end of your next your next turn gravity has no effect on you.
- Your target is petrified, turning to solid stone until the end of your next turn.
- Your spell attack ricochets, targeting one additional creature of your choosing within 15ft of your target, you must make a new attack roll against this creature. If this attack is a critical success this effect repeats instead of rolling on this table.
Warped Probability
6th Level - Your spell and weapon attacks critically hit on a 19 or 20.
Close Call
10th Level - Whenever you fail an ability check, attack roll or saving throw you can add a 1d4 to your roll possibly causing you to succeed the roll. You can use this ability a number of times equal to half your warlock level. You regain all uses after you finish a long rest.
Chaotic Aura
14th Level - After you cast a spell of 1st level or higher your chaotic magic surrounds you for 1 minute up to a 15ft radius. During this time one of the following effects occurs;
Chaotic Aura
- Your aura fades immediately.
- Your aura emits dim light up to 30ft.
- You gain an additional 3 AC.
- Creatures you designate take 1d8 psychic damage if they start their turn within your aura.
- Enemies within your aura have disadvantage on attack rolls against you.
- The ground within your aura becomes difficult terrain for all creatures except you.
- At the start of each of your turns roll a d4, on a 4 space tears, teleporting you and any creatures or objects within your aura up to 60ft into an unoccupied area you can see.
- Your attacks and spells against creatures within your aura deal an additional d10 damage.
- All creatures within your aura become invisible to those outside.
- Your aura grants you advantage on Charisma skill checks.
- At the start of each of your turns creatures within your aura must make a Strength saving throw, on a fail the creature is pushed outside of your aura to the nearest unoccupied space.
- You gain temporary hit points equal to half your hit point maximum.
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