The Primal Chaos
In the beginning all was chaos. This semi-sentient Primal Chaos is the source of all creation and the state to which all things ultimately return. Within the planes, the plane of limbo is the closest representation to this state. The Primal Chaos is a force of ultimate destruction, but also a force of creation and renewal.
At some point in your life you were touched by the smallest mote of this essence of primal chaos. This has left a physical mark upon you. This mark could take the form of an eye replaced with swirling nothingness, an everchanging mark or brand upon your flesh, or an encapsulated mote of chaos imbedded in your body. Rather than seeking a method to cast it out, you have forged a bond with the chaos essence within you.
The Primal 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.
You learn the eldritch blast cantrip as an additional warlock cantrip known. When you cast eldritch blast, you may cause the spell to manifest as tendrils of raw chaos with a reach of 10 feet instead of blasts. Make a melee spell attack for each tendril. When you cast a warlock spell or use an invocation that inflicts force or necrotic damage it instead inflicts chaos damage. Chaos Damage is a combination of both force and necrotic damage. A creature is not resistant or immune to such damage unless it is resistant or immune to both types of damage. Several of your class features and patron invocations inflict this special damage type. You never need material components to cast a warlock spell that inflicts chaos damage.
Your body has become inured to the stresses inherent in containing and channeling the essence of primal chaos. You gain proficiency with Constitution saving throws and your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
You learn to release the primal chaos within you in controlled but violent spasms. You may cast eldritch blast as a bonus action. You may use this feature a number of times equal to your Charisma modifier (minimum once). You regain all expended uses when you finish a long rest.
The resonance of the primal chaos within you renders you resistant to most magic. You gain resistance to force and necrotic damage and you have advantage on saving throws against spells and other magical effects.
When you use your Warp Spasm class feature, or as a bonus action on your turn, you can fully release the primal chaoswithin you to create a roiling, seething, cloud of pure primal entropy. The cloud of chaos extends for a radius of 20 feet around you, moves with you, and spreads around corners. Creatures other than you treat the area within the cloud as heavily obscured. The cloud persists until you use an Action to end it. Any creature (including you) that enters the cloud for the first time on a turn or starts its turn there suffers 3d6 points of chaos damage. A nonmagical object that isn’t being worn or carried also takes this damage at the start of each of your turns. A creature that suffers chaos damage from this effect must make a Constitution saving throw with a DC equal to the amount of damage suffered. On a failed save the creature suffers one level of exhaustion. Any levels of exhaustion caused by this feature go away when the damage inflicted by the effect is completely healed. Any creature (including you) that gains six levels of exhaustion from this effect, or that is reduced to 0 hit points or otherwise dies while within the cloud, is dissolved into the stuff of primal chaos. The creature can only be restored to life by means of a reincarnate or wish spell. The effect persists until you are dissolved into chaos or you use an Action to end it. Source: Arcane Mysteries
Expanded Spell List
1st-level Primal Chaos Patron featureThe Primal 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.
Spell Levels | Spells |
---|---|
1st | absorb elements, absorb force |
2nd | alter self, forcewave |
3rd | counterspell, deny death |
4th | fabricate, polymorph |
5th | reincarnate, creation |
Eldritch Chaos
1st-level Primal Chaos Patron featureYou learn the eldritch blast cantrip as an additional warlock cantrip known. When you cast eldritch blast, you may cause the spell to manifest as tendrils of raw chaos with a reach of 10 feet instead of blasts. Make a melee spell attack for each tendril. When you cast a warlock spell or use an invocation that inflicts force or necrotic damage it instead inflicts chaos damage. Chaos Damage is a combination of both force and necrotic damage. A creature is not resistant or immune to such damage unless it is resistant or immune to both types of damage. Several of your class features and patron invocations inflict this special damage type. You never need material components to cast a warlock spell that inflicts chaos damage.
Entropy Hardened
1st-level Primal Chaos Patron featureYour body has become inured to the stresses inherent in containing and channeling the essence of primal chaos. You gain proficiency with Constitution saving throws and your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Warp Spasm
6th-level Primal Chaos Patron featureYou learn to release the primal chaos within you in controlled but violent spasms. You may cast eldritch blast as a bonus action. You may use this feature a number of times equal to your Charisma modifier (minimum once). You regain all expended uses when you finish a long rest.
Primal Resonance
10th-level Primal Chaos Patron featureThe resonance of the primal chaos within you renders you resistant to most magic. You gain resistance to force and necrotic damage and you have advantage on saving throws against spells and other magical effects.
Chaos Storm
14th-level Primal Chaos Patron featureWhen you use your Warp Spasm class feature, or as a bonus action on your turn, you can fully release the primal chaoswithin you to create a roiling, seething, cloud of pure primal entropy. The cloud of chaos extends for a radius of 20 feet around you, moves with you, and spreads around corners. Creatures other than you treat the area within the cloud as heavily obscured. The cloud persists until you use an Action to end it. Any creature (including you) that enters the cloud for the first time on a turn or starts its turn there suffers 3d6 points of chaos damage. A nonmagical object that isn’t being worn or carried also takes this damage at the start of each of your turns. A creature that suffers chaos damage from this effect must make a Constitution saving throw with a DC equal to the amount of damage suffered. On a failed save the creature suffers one level of exhaustion. Any levels of exhaustion caused by this feature go away when the damage inflicted by the effect is completely healed. Any creature (including you) that gains six levels of exhaustion from this effect, or that is reduced to 0 hit points or otherwise dies while within the cloud, is dissolved into the stuff of primal chaos. The creature can only be restored to life by means of a reincarnate or wish spell. The effect persists until you are dissolved into chaos or you use an Action to end it. Source: Arcane Mysteries
Comments