CC:Chaos

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Playtest Material

This version of the warlock (v3.0) is currently being reviewed and it is subject to change before it’s final release.

A mad warlock summons unnatural power from their unpredicatable patron

Chaos Sphere

Your daedric patron revels in the throngs of Chaos. Be it from mischief, madness, or a simple desire to witness disarray, your patron grants you powers quite literally beyond your own control. Daedric Princes who offer their powers to warlocks may grant these mortals more then they bargained for.

Daedra of this sphere include Boethiah, Clavicus Vile, Mephala, Sanguine, Sheogorath, and Vaermina.

Chaos Features
Level Feature
1st Expanded Spells, Wild Magicka, Tides of Chaos
6th Bend Luck
10th Controlled Chaos
14th Chaos Charged

Expanded Spells

1st-level Chaos Sphere feature

The Chaos Daedric Sphere 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 Expanded Spells
Level Spells
1st color spray, hideous laughter
3rd arcanist's magic aura, silence
5th blink, slow
7th confusion, giant insect
9th animate objects, geas
11th contingency, irresistible dance
13th mirage arcane, prismatic spray
15th antimagic field, glibness
17th prismatic wall, weird

Wild Magicka

1st-level Chaos Sphere feature

Your spellcasting can unleash surges of untamed magic. Once per turn, the GM can have you roll a d20 immediately after you cast a warlock spell of 1st level or higher. If you roll a 1, roll on the Wild Magicka Surge table to create a magical effect. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

If, through mutliclassing, an effect produced by your Wild Magicka Surge is a spell, it is too wild to be affected by any Metamagic, should you have any at all.

Optional Rule: Wild Explosion

1st-level Chaos Sphere feature, which enhances Wild Magicka

When you take damage equal to 10 times your Proficiency Bonus or more from a single source or take damage from a critical hit, you must roll on the Wild Magicka Surge table.

Tides of Chaos

1st-level Chaos Sphere feature

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, attribute 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 GM can have you roll on the Wild Magicka Surge table immediately after you cast a warlock spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

6th-level Chaos Sphere feature

You have the ability to twist fate using your wild magicka. When another creature you can see makes an attack roll, an attribute check, or a saving throw, you can use your reaction and spend 2 magicka points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

10th-level Chaos Sphere feature

You gain a modicum of control over the surges of your wild magicka. Whenever you roll on the Wild Magicka Surge table, you can roll twice and use either number.

Chaos Charged

14th-level Chaos Sphere feature

While your magic may inadvertently harm you, you patron grants you reassuring boon. Whenever you take damage from an effect or spell caused by rolling on your Wild Magicka Surge table, you regain a number of magicka points equal to your proficiency bonus.

Wild Magicka Surge

d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A scamp chosen and controlled by the GM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast slow centered on yourself. 59-60 You regain a number of expended magicka points equal to your Proficiency bonus.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast confusion centered on yourself. 63-64 You cast fog cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. 73-74 You reek of foul smelling cheese for the next 24 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
31-32 You are transported to the a random plane of Oblivion until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast mirror image.
37-38 1d6 banekins controlled by the GM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A unicorn controlled by the GM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-100 You regain all expended magicka points.