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.