Warlock - The Chaos
You have made a pact with a creature that revels in the
madness and infinite possibility of the chaotic planes.
Your patron could be a powerful slaad lord of Limbo, an
ever-changing and roiling soup of impermanent matter
and energy. Your patron could be a god of madness,
such as Cyric, or a demon lord-in-exile in the depths of
Pandemonium, a dark plane of tunnels carved by howling
winds. Your patron could be a fearsome giant or celestial
valkyrie of Ysgard, a heroic plane of soaring mountains,
endless battles, and boundless creativity.
Unlike devils with their carefully crafted words and
contracts, your patron is beholden to nothing but its
twisted whims. Many chaos warlocks find their powers to
be a cruel curse, but those who embrace the chaos learn
that unpredictability is their greatest source of strength.
The Chaos Features
Warlock Level Features
1st Pact Spells, Strings Attached
6th Tumble Through Chaos
10th Chaos Walker
14th Planar Vertigo
Chaos Expanded Spells
The Chaos 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
Spell Level Spells
1st chaos bolt, color spray
2nd alter self, blindness/deafness
3rd bestow curse, blink
4th confusion, phantasmal killer
5th destructive wave, mislead
Strings Attached
When you take this pact at 1st level, you learn the strings
your patron attached are greater than they seem. Each
night, denizens from the chaotic planes visit you in
your sleep to play cruel tricks but reward you with the
sweetest of treats. When you finish a long rest, roll 1d6 to
determine the “gifts” bestowed on you. When you roll for
a new gift, it replaces the old one.
Chaos Patron Gifts
1d6 Trick Treat
1 You wake to eyes fogged
over. You are blind
beyond 5 feet.
You can see invisible
creatures and objects out
to a range of 120 feet.
2 You speak only in
screams audible out
to 300 feet. You have
disadvantage on
Dexterity (Stealth) checks
whether your mouth is
open or closed.
Once per short or long
rest, you can channel
your booming voice to
cast thunderwave at the
level of your warlock spell
slots.
3 You can't tell a lie. You
have disadvantage on
Charisma (Deception)
checks.
People find you
trustworthy. You gain
advantage on Charisma
(Persuasion) checks.
4 You are filled with a
bloodlust and act with
abandon. Attacks against
you are rolled with
advantage.
Your seemingly random
and aggressive lash-outs
mark your instability. You
have advantage on attack
rolls.
5 You’ve shrunk! You are
Tiny, and your base
walking speed is 20 feet.
You have advantage on
Dexterity (Stealth) checks
and can take the Hide
action as a bonus action.
6 You have a masochistic
urge to inflict ridicule and
pain on yourself. When
you make an attack roll,
you always miss your
target on a 1 or a 2, and
hit yourself instead.
Your attacks score a
critical hit on a roll of 19
or 20.
Tumble Through Chaos
Starting at 6th level, you can conjure a portal to travel
through the planes of chaos. You can cast dimension
door with this feature without expending a spell slot or
material components. However, denizens of that plane
try to hamper your progress. When you use your action
to use this feature in this way, you declare your intended
destination and then roll 1d4 to determine how the
denizens intervene.
Whenever you would bring a willing creature with you,
that creature always arrives at the intended destination
unharmed.
Once you use this feature, you can’t use it again until
you finish a short or long rest. At 14th level, at the end of
the turn you use this feature, you can roll 1d6 and, on a 6,
you regain the use of this feature immediately.
Chaotic Intervention
1d6 Effect
1 Ysgard’s war horns call you to battle, and you are
compelled to answer. When you reappear on your
original plane, at the end of your next turn, you have
aged 7 days and bear a fresh scar as a souvenir of
your conquests.
2 Tiny, disorienting slaad tadpoles whirl around you
as you float through gravity-less limbo. You reappear
by yourself 1d6 x 5 feet short of your intended
destination.
3 Howling headwinds rake your senses as you dash
through the twisted tunnels of Pandemonium.
You take 2d4 psychic damage and arrive at your
destination deafened for a number of rounds equal
to the damage you received.
4 You arrive at your destination unscathed.
5 Denizens in cahoots with your patron aid your travel
your through the planes. You gain temporary hit
points equal to 1d6 + your warlock level.
6 Your patron blesses your travel through its plane,
and you are under the effects of the bless spell for
the next hour.
Chaos Walker
Your dreams are so nonsensical they would drive
most creatures insane, but your senses have been
dulled to the madness. Starting at 10th level, you
gain advantage on saving throws against being
frightened and madness checks, and your physical
form begins to reflect the chaos in your mind.
Bits of energy, planar residue from your
travels through the chaotic planes, cling to
your body in constantly shifting forms and
color. Whenever you finish a short or long
rest, roll 1d6 to determine your current
chaotic features.
Chaos Walker's Features
1d6 Feature
1 Horns made of magenta planar energy grow from
your head. If you already have horns, magenta
energy wraps around them and writhe like tendrils
behind you.
2 Massive, muscled, and clawed arms made of jet
black planar energy overlap your own arms and
stutter behind your movements.
3 Your eyes bulge to twice their size, and your pupils
narrow like those of a slaad.
4 Shimmering wings made of indigo planar energy
sprout from your back but don’t give you a fly speed.
5 You are seemingly unchanged. However, whenever
your shadow is cast, it reflects a different demon
shape from a tiny quasit to a hulking barlgura,
watching your every move
6 Whenever someone looks at you, your nose seems
to drift slowly to the side of your face but returns to
its normal position when they blink.
Planar Vertigo
At 14th level, you can draw the chaotic essence of their
patron’s plane to launch yourself and all creatures within
30 feet of you into the air. Each affected creature must
make an Intelligence saving throw. On a failure, it is
launched into the air 10 feet in a random direction and
suspended in midair for 1 minute. While suspended, the
creature is incapacitated by supernatural vertigo. You
can grant advantage on this saving throw to a number of
creatures of your choice, up to your Charisma modifier
(minimum of 1), including yourself.
On a success, a creature gains a fly speed equal to its
walking speed for the duration.
1d6 Feature
1 North
2 South
3 West
4 East
5 Skyward
6 Earthward
At the end of each of its turns, a creature incapacitated
in this way repeats this saving throw. On a failure,
the creature is launched another 10 feet in a random
direction and remains incapacitated. On a success,
it gains a fly speed equal to its walking speed for the
duration and is no longer incapacitated.
An incapacitated creature that impacts a solid surface
takes 2d6 bludgeoning damage, and the effect immediately
ends, causing it to fall to the ground.
The effect ends for all creatures after 1 minute, when
each creature loses the fly speed gained from this feature
and fall to the ground, unless they already have a fly speed.
Once you have used this feature, you can’t use it again
until you finish a long rest.
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