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School of Chaos

Chaos Savant - 2nd Level
Beginning at 2nd level when you select this school, the gold and time you must spend to copy a chaos spell into your spellbook is halved.
Long Odds - 2nd Level
Starting at 2nd level, you can manipulate the reality‐changing forces of chaos to alter the odds of a situation. You can give yourself (as a bonus action) or a creature you can see (as a reaction) advantage on one attack roll, saving throw, or ability check that will be made this turn. Doing this causes a chaos magic surge. You must finish a long rest before you can use this ability again.
Twisted Arcana - 6th Level
Starting at 6th level, when you cast a spell that causes damage, you can infuse the spell with greater power by channeling chaos through yourself. You make this choice after determining whether the spell has been successful (i.e., after making a spell attack roll) but before determining damage. If you invoke twisted arcana, roll 1d6 + 1; this is the maximum number of your spell’s damage dice you can reroll. You can reroll any number of damage dice up to that maximum, and you must use the rerolled results. In addition, the type of damage your spell causes is replaced randomly. Use the Damage Type table to determine the spell’s new damage type. Using this ability causes a chaos magic surge. You must finish a long rest before you can use this ability again.
Shifting Resistance - 10th Level
Beginning at 10th level, when you cast a chaos magic spell, you gain resistance to a random damage type for a number of rounds equal to 1 + your Intelligence   modifier (minimum 1). You can choose to cause a chaos magic surge as part of your casting; if you do, roll twice on the Damage Type table and choose the type you prefer, then determine the effect (if any) of the chaos magic surge. You must finish a long rest before you can use this ability again.
Master of Chaos - 14th Level
Starting at 14th level, anytime you cause a chaos magic surge, you regain one use of long odds, twisted arcana, or shifting resistance without taking a long rest. In addition, every time you cast a chaos spell, you gain temporary hit points equal to your Intelligence modifier + the spell’s level.

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NJ147.

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