Taking Bookings Now! Scheduling for new player/character building free!
Taking Bookings Now! Scheduling for new player/character building free!
Drawing from otherworldly powers is a common enough practice but to those who lack the loyalty, or consistency it may be difficult to relegate one to the service of higher powers. If an individual still wishes to tap into the powers of greater beings without the restrictions of a single patron, they may choose to pact with the chaos instead. Working with the chaos has obviously some unpredictable effects but for some this is exactly the power they are seeking.
Starting at 1st level whenever combat starts roll a d10. For the remainder of combat or until you are incapacitated the following effect takes place.
1. Your spells make a slurping sound when fired off. Attacks you make are at disadvantage and saving throws against your spells are made with advantage.
2. Spells that target one creature now also target an additional creature within 30'. If no other target can be selected you must target yourself.
3. You are surrounded by flits of ethereal lightning bugs. Once per combat, when you fail a saving throw you may re-roll it and take the new result.
4. Roll a d20 on each round. A cow falls from the sky dealing prof mod*d6 bludgeoning damage at the beginning of the round. A roll of 1-10 targets you or an ally who is willing to take damage in your stead on a roll of 11-20 targets an enemy. Dexterity saving throw halves the damage
5. You begin to smell of rancid cheese. You have disadvantage on charisma ability checks and enemies within 10' must roll a Wisdom saving throw against your spell DC or be unable to approach you. Once a creature succeeds this save they are immune for 24 hours
6. A humming sound emanates from all weapons within 60' of you. On a critical hit triple the dice rolls instead of doubling them
7. You gain a phobia of the next thing you see. You have the frightened condition as long as you remain within line of sight of the source of our fear.
8. Motes of chaotic energy float around you. As a bonus action each round you may fire one off dealing prof mod*d6 damage of either fire/cold/acid/thunder/lightning damage each round
9. A swarm rabbits run towards you. You must make a dexterity saving throw against your spell DC or the bunnies begin to carry you 30' away from the fight. You must continue to save each round or be unable to move and be carried an additional 30' away.
10. Arcs of chaotic energy emanate off your body. All attacks are made at advantage and saving throws against your spells are made at disadvantage. In addition when you deal damage with a spell or weapon you may deal additional damage of prof mod*d4 of either fire/cold/acid/thunder/lightning
Starting at 6th level whenever you or an ally are targeted by spell or are within the area of a spell effect that deals damage within 60' you may as a reaction change the damage type of the incoming spell to fire/cold/acid/thunder/lightning and grant resistance to the damage type to the creature for 1 minute. You may use this feature once per short rest.
Starting at 11th level, when combat starts roll twice for Chaotic Form and both effects take place. Once per short rest you may re-roll both dice and take the new set instead.
Starting at 14th level whenever a creature you can see is attacked, you may use your reaction to swap its position with another creature within 30'. The creature to be swapped must succeed a Charisma saving throw against your spell DC or swap places with the target of the attack or switch places with it and take the damage instead. If the save is succeeded you swap places with the target instead and suffer the negative effects of the attack.
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