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Sub Class Chaos Caster
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Chaos Magic:
(Level 1)
Your spells are not under your control. When casting, declare at what level spell you wish to cast. Roll the letter (A-Z) die. You MUST declare which level you are casting at BEFORE you roll the letter die. Whichever letter is rolled casts the spell indicated within the letter for the level declared. If WILD is rolled, re-roll the letter die until you get a letter. Wild magic surge is applied to that spell.
There is only 1 spell per letter for each spell level unlocked. Your number of casts are limited to your normal number of spell slots. All spells are considered prepared for the day as each cast is entirely random and based upon the die roll. DM is allowed to perform wild magic surge as normal even if WILD is not rolled. Character MUST be Sorcerer and chosen Wild Magic origin. Character knows only 1 cantrip throughout the entire campaign. DM can apply Wild Magic Surge to the cantrip. Sorcery points work as normal. Player must confirm spells with DM before adding to the table.- Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
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Tides of Chaos:
(Level 1)
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 Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. - Twisted Chaos: (Level 5) Starting at 5th level, you can spend a sorcery point to reroll your letter die, but you must use the new result.
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Shaped Chaos:
(Level 6)
Starting at 6th level, you have the ability to alter your form using your innate chaos magic. Once per long rest, you can magically assume the shape of a Cobalt Dragon Wyrmling for 10 minutes.
While transformed, the following rules apply:
*Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, all of your skill, and saving throw proficiencies.
*When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, you return to half the number of hit points you had before you transformed (rounded up).
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
* You can still cast spells. However, you may not have the access to required material components. -
Controlled Chaos:
(Level 14)
At 14th level, you gain a modicum of control over the chaos magic and surges of your wild magic.
Whenever you roll your letter die, you may choose to take the letter alphabetically before or after the one you rolled.
Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.