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WARLOCK

The Chaos

WARLOCK

Chaos Warlocks have bound themselves to the unpredictable and chaotic forces that exist beyond the mortal realm, gaining immense power as a result. They are known to be highly unpredictable and dangerous, as their spells and abilities are heavily influenced by the whims of fate and chance.


These tumultuous spellcasters often walk a fine line between order and chaos, seeking to control the very forces that they have bound themselves to. They are known to be highly independent, often working alone or with only a small group of trusted allies. Many people view them with suspicion and distrust, as their powers are seen as dangerous and unpredictable. Despite this, there are those who are drawn to the Chaos Warlock's power and seek to learn from them, either out of a desire for power or simply out of fascination with the mysterious and unpredictable nature of their abilities.


Expanded Spell List

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.

Chaotic Strike

Starting at 1st level, you gain the ability to channel chaotic energy into your melee attacks. Once per turn when you cast a warlock spell that deals damage you can change that damage to a random type.  Roll a d10 to determine the damage type from the table below.  On a hit, you can choose for the spell to also deal an additional 1d10 damage.

You can deal additional damage a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

d10

Damage Type

1

Acid

2

Cold

3

Fire

4

Force

5

Lightning

6

Necrotic

7

Poison

8

Psychic

9

Radiant

10

Thunder

Chaos Surge

Starting at 6th level, immediately after you cast a spell of 1st-level or higher using a pact spell slot, you also roll on the Chaos Surge Table below.  If that effect is a spell and it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.




Chaos Surge

d100

Effect

d100

Effect

01-02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

51-52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC.

03-04

You gain blindsight out to a range of 30 feet.

53-54

You are immune to being intoxicated by alcohol and other drugs for the next 1d20 days.

05-06

An imp chosen and controlled by the GM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

55-56

Your hair falls out but grows back all at once at a random time determined by your DM within the next 1d20 days.

07-08

You cast fireball centered on yourself.  Roll on your Chaotic Strike table to determine the damage type of the spell.

57-58

For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

09-10

You cast eldritch blast as if you were a 17th level spellcaster until the end of your next turn.

59-60

You regain your highest level spell slot back.

11-12

Roll a d20. 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.

61-62

For the next 1d20 hours, you must shout when you speak.

13-14

You cast confusion centered on yourself, with its range extended by 10 feet.

63-64

You cast silence centered on yourself.

15-16

For the next minute, you gain 7 temporary hit points at the start of each of your turns.

65-66

Up to three creatures of your choice within 30 feet of you take 4d10 necrotic damage.

17-18

You grow a long beard made of tentacled appendages that remains until you sneeze, at which point the tendrils recoil in a loud screech and explode out from your face.

67-68

You are frightened by the furthest creature away from you that you can see until the end of your next turn.

19-20

You cast darkness centered on yourself.

69-70

You and 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.

21-22

Creatures have disadvantage on saving throws against the next spell you cast within the next minute.

71-72

You gain resistance to all damage except psychic for the next minute.

23-24

Your skin turns a vibrant shade of red for the next 1d20+4 hours.

73-74

A random creature within 60 feet of you becomes poisoned for 1d6 hours.

25-26

An eye appears on your forehead for the next minute. During that time, you have truesight out to a range of 60 feet.

75-76

You absorb light in a 30-foot radius for the next minute turning bright light into dim light and dim light into darkness. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

27-28

For the next minute, all of your spells with a casting time of 1 action have a casting time of 1 bonus action and all spells with a casting time of 1 bonus action have a casting time of 1 action.

77-78

You cast Polymorph on yourself. If you fail the saving throw, you turn into a crab for the spell's duration.

29-30

You teleport up to 30 feet to a space of your choice.  If you teleport to an occupied space, you are shunted to the nearest unoccupied space and take 1d10 force damage per 5 feet shunted.

79-80

Spectral multicolored fish swim through the air within 10 feet of you for the next minute.

31-32

You are transported to the Void Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space.  You then gain a random Long-Term Madness.

81-82

You can take one additional action on your next turn.

33-34

Maximize the damage of the next damaging spell you cast before the end of your next turn.

83-84

Each creature within 30 feet of you takes 1d10 necrotic damage. You gain temporary hit points equal to the sum of the necrotic damage dealt.

35-36

Roll a d20. 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.

85-86

You cast Mirror Image.

37-38

1d6 cats controlled by the GM appear in unoccupied spaces within 30 feet of you and are frightened of you and run away in a random direction after being summoned.

87-88

A random creature within 60 feet of you (including yourself) gains a flying speed of 60 feet.

39-40

You regain 1d20 hit points.

89-90

You become invisible for the next minute. During that time, other creatures can't hear you no matter how loud you move or shout. The invisibility ends if you attack or cast a spell.

41-42

You turn into a potted tomato plant with 10 tomatoes on it until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.  If a creature eats one of the tomatoes as an action, they regain hit points equal to your proficiency bonus.

91-92

If you die within the next 1d20 hours, you immediately come back to life as if by the Reincarnate spell.

43-44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

93-94

Your size decreases by one size category for the next minute.

45-46

If you have a fly speed or gain one during the next minute, you also can hover.

95-96

You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute.

47-48

A Unicorn appears betwixt your legs and serves you as a mount.  The Unicorn will only attack to defend itself and cannot use its legendary or lair actions.  It then disappears after 1 minute.

97-98

You are surrounded by faint, ethereal music for the next minute.  It plays a theme that you identify to be your own theme music.

49-50

You can't speak for the next hour (you can still cast spells). Whenever you try, black ichor pours from your mouth.

99-00

You regain all expended spell slots, and the next spell you cast does not consume a spell slot.

Chaos Shield

Starting at 10th level, you gain the ability to channel chaotic energy into a shield that protects you from harm. As a bonus action, you can create a shield of chaotic energy around yourself that lasts for 1 minute or until you dismiss it as a bonus action. While the shield is active, you gain resistance to a random damage type (determined by rolling on your Chaotic Strike table) at the start of each of your turns and immunity to the charmed and frightened conditions.  At the end of each of your turns you can use your bonus action to keep the current damage resistance you have permanent for the remainder of the duration. At the end of the minute roll a d6.  On a 6, you cannot use this feature again until the end of your next short rest.

Chaotic Foresight

Starting at 14th level, you gain the ability to see glimpses of the future that are constantly shifting and changing. You can take a moment to concentrate and gain chaotic foresight, allowing you to take advantage of the unpredictable nature of the multiverse.  As an action, you can activate your Chaotic Foresight. When you do, roll a d20 and consult the Chaotic Foresight table below to see what effect occurs. The effect lasts for 1 minute unless the effect says otherwise. You can choose to end the effect as a bonus action.

Once you have used this feature you cannot do so again until you have finished a long rest.

D10

Chaotic FOresight

1

You gain the ability to cast any one spell of 5th level or lower without expending a spell slot.

2-3

Your body becomes infused with chaos, making you difficult to predict. You gain resistance to all damage or all attack rolls against you have disadvantage.

4-7

Your attacks become infused with chaotic energy, dealing an additional 2d8 damage of a random type determined by rolling on the Chaotic Strike table.

8-11

You become insubstantial, shifting in and out of reality. Can enter ethereal plane as your bonus action, reappearing at the start of your next turn.

12-15

You gain a moment of clarity, allowing you to predict the movements of your enemies. You gain advantage on all attack rolls for the duration of the effect.

16-19

The fabric of space and time warps around you, creating an unstable vortex. You can teleport up to 30 feet as a bonus action each turn for the duration of the effect.

20

You gain a moment of complete chaos, unleashing a massive burst of energy. Each creature within 30 feet of you must make a Dexterity saving throw, taking 10d8 force damage on a failed save or half as much on a successful one. Then roll on the Chaos Surge table to see what effect occurs.  The effect then ends.


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