Chaos Bloodline

Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to another plane. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

Branch Features

Bonus Spells

Once you can cast spells of a given level, select two spells of that spell level from the list below as bonus spells. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.

If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.

Spell Level Spells
1st Bane, Chaos Bolt, Colour Spray, Lubricate, Oil Slick
2nd Alter Self, Crown of Madness, Enlarge/Reduce, Mischief
3rd Blink, Enemies Abound, Hypnotic Pattern, Summon Fey
4th Confusion, Dimension Door, Greater Invisibility, Polymorph
5th Animate Objects, Geas, Seeming, Synaptic State

Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Once per turn, after you cast an arcane spell of 1st level or higher, you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Wild Magic Surge

| d100 | Effect | |:—-:|:——-| | 1-2 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | | 3-4 | For the next minute, you can see any invisible creature if you have line of sight to it. | | 5-6 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | | 7-8 | You cast Fireball as a 3rd-level spell centered on yourself. | | 9-10 | You cast Magic Missile as a 5th-level spell. | | 11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | | 13-14 | You cast Confusion centered on yourself. | | 15-16 | For the next minute, you regain 5 stamina at the start of each of your turns. | | 17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | | 19-20 | You cast Grease centered on yourself. | | 21-22 | You gain +1d on the next spell that you cast. | | 23-24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. | | 25-26 | An eye appears on your forehead for the next minute. During that time, you have gain +1d on Perception checks that rely on sight. | | 27-28 | For the next minute, all your spells with a casting time of 2 Action have a casting time of 1 Action. | | 29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | | 31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | | 33-34 | The next damaging spell you cast within the next minute does maximum damage. | | 35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | | 37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | | 39-40 | Roll 2 Recovery Dice and you regain stamina equal to the total rolled. | | 41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 stamina, your pot breaks, and your form reverts. | | 43-44 | For the next minute, you can teleport up to 20 feet as 1 Action on each of your turns. | | 45-46 | You cast Levitate on yourself. | | 47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | | 49-50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus Strength and Dexterity defense vs melee and ranged attacks and immunity to Magic Missile. | | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. | | 55-56 | Your hair falls out but grows back within 24 hours. | | 57-58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. | | 59-60 | You regain 1d4 mana. | | 61-62 | For the next minute, you must shout when you speak. | | 63-64 | You cast Fog Cloud centered on yourself. | | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 electric damage. | | 67-68 | You are frightened by the nearest creature until the end of your next turn. | | 69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | | 71-72 | You gain 1 instance of resistance to all damage for the next minute. | | 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. | | 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. | | 77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. | | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. | | 81-82 | You can immediately take one additional action. | | 83-84 | Each creature within 30 feet of you takes 1d10 profane damage. You regain stamina equal to the sum of the profane damage dealt. | | 85-86 | You cast Mirror Image. | | 86-88 | You cast Fly on a random creature within 60 feet of you. | | 89-90 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. | | 91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. | | 93-94 | Your size increases by one size category for the next minute. | | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. | | 97-98 | You are surrounded by faint, ethereal music for the next minute. | | 99-100 | You regain all of your expended mana. |

Talents

Talent CP Prerequisites
Tides of Chaos 5 -
Bend Luck 10 3nd Level Spells and Tides of Chaos
Controlled Chaos 50 7th Level Spells and Bend Luck
Spell Bombardment 80 9th Level Spells and Controlled Chaos

Tides of Chaos

Cost: 5 Character Points
Actions: 1

You manipulate the forces of chance and chaos.

You can grant yourself +1d on one attack roll, ability check, or defense check. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, if you roll on the Wild Magic Surge table you then regain the use of this ability.

Bend Luck

Cost: 10 Character Points
Prerequisite: 3rd Level Spells and Tides of Chaos
Actions: Free
Trigger: A creature you see, besides yourself, makes an attack roll, ability check or defense check.

You draw upon your wild magic to twist fate of others.

You expend 2 mana to apply a bonus or penalty of 1d to the creature’s roll.

When you roll initiative and on your turn you can declare what creature you wish to grant this bonus or penalty. Alternatively, you can choose not to use this ability at all.

Controlled Chaos

Cost: 50 Character Points
Prerequisite: 7th Level Spells and Bend Luck

You gain a shread of control over the chaos that fuels your magic.

Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Cost: 80 Character Points
Prerequisite: 9th Level Spells and Controlled Chaos

The harmful energy of your spells intensifies.

When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the ability only once per turn.