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Entropist

There exists a form of raw arcane power with no rules or structure—only an unthinking addiction to changing the reality with which it comes into contact. This force is known as chaos magic. Those who learn to channel this energy eventually expand and aid this magic in its chaos; to master it, though, chaos demands an emotional price of extreme highs and lows. An eccentric lifestyle or even full-on madness is common among chaos magic specialists, who are collectively known as chaos mages.

Wizards who specialize in chaos magic crave an understanding of probability and life’s unpredictable outcomes to the point of obsession.

What starts as an attempt to analyze the patterns of chaos quickly becomes a trip down the rabbit hole to madness.

If you’re a wizard who wants to become an entropist, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition. If you decide to follow the path of the entropist exclusively, you can forego the selection of an arcane tradition and gain the features of the entropist specialty instead. You can also pursue the entropist specialty in conjunction with one of the standard arcane traditions.

If you choose to do this, you gain the Savant feature of your chosen school in addition to Chaos Magic Savant (described below). Also at 2nd level, you choose whether to gain Long Odds (see below) or the 2nd-level feature of your chosen school.

Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, a transmuter might select Minor Alchemy at 2nd level and Long Odds at 6th level, followed by either Transmuter’s Stone or Twisted Arcana at 10th level.

Chaos Magic Savant

Beginning when you take up this specialty at 2nd level, the gold and time you must spend to copy a chaos spell into your spellbook is halved.

Long Odds

Also starting at 2nd level, you can manipulate the reality-changing forces of chaos to alter the odds in a situation. You can use a bonus action to give yourself, or a reaction to give a creature you can see, advantage on one attack roll, saving throw, or ability check made during this turn. Using this feature causes a chaos magic surge. You must finish a long rest before you can use this feature again.

Twisted Arcana

Starting at 6th level, when you cast a spell that deals damage, you can infuse the effect with greater power by channeling chaos through yourself. You make this choice after determining that the spell has been successfully cast (by making a spell attack roll) but before rolling damage.

If you decide to use this feature, roll a d6 + 1; this is the maximum number of your spell’s damage dice you can reroll.

You can reroll any number of damage dice up to that maximum, and you must use the rerolled results.

In addition, the type of damage your spell deals is replaced randomly. Use the Random Damage Type table to determine the spell’s new damage type.

Random Damage Type
d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

Using this feature has a chance of causing a chaos magic surge. You must finish a long rest before you can use this feature again.

Shifting Resistance

Beginning at 10th level, when you cast a chaos spell, you gain resistance to a random damage type for a number of rounds equal to 1 + your Intelligence modifier (minimum of 1). You can try to narrow the spell’s focus to a damage type you prefer, but doing so has an element of risk; you can roll twice on the Random Damage Type table and choose the result you prefer, but you must also roll to see if a chaos magic surge occurs. You must finish a long rest before you can use this feature again.

Master of Chaos

Starting at 14th level, anytime you cause a chaos magic surge, you regain one use of Long Odds, Twisted Arcana, or Shifting Resistance without needing to finish a long rest. In addition, every time you cast a chaos spell, you gain temporary hit points equal to your Intelligence modifier + the spell’s level.

Chaos Magic Surges

The use of chaos magic sometimes causes a chaos magic surge. This phenomenon is similar to the wild magic surge caused by some sorcerers. When a chaos magic surge has a chance of occurring, the caster rolls a d20.

On a 1, roll percentile dice and consult the Chaos Magic Surge table to determine the result.

Chaos Magic Surge
d% Effect
1–2 You cast hypnotic pattern centered on yourself.
3–4 The target of your spell or ability is also targeted by an enlarge spell. If your spell or ability has no target, the enlarge spell affects you.
5–6 An angry constrictor snake controlled by the GM appears wrapped around your waist.
7–8 For 10 rounds, a gust of wind spell blows out from you in all directions.
9–10 Three targets you can see within 60 feet chosen by you are targeted by a ray of frost cantrip.
11–12 You rise 30 feet into the air and hover there until the start of your next turn, when you fall.
13–14 You grow a purple mustache 3d6 inches in length.
15–16 You are cloaked in shadow and reek of brimstone for 1 hour. During that time, you have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks.
17–18 You summon a mule 100 feet above the target of your spell or ability. If your spell or ability has no target, the mule appears above you. Both the mule and the creature it lands on take 10d6 bludgeoning damage from the inevitable fall, or the creature under the mule takes no damage with a successful Dexterity saving throw; the DC is equal to your spell save DC.
19–20 You cast contact other plane.
21–22 Rum rains from the sky in a 30-foot radius around you for 10 rounds.
23–24 You regain your highest-level expended spell slot.
25–26 You cast a hemispherical wall of force, centered on yourself.
27–28 All your hair falls out. It grows back at the normal rate.
29–30 You gain resistance to one type of damage, determined randomly, for 1 hour.
31–32 Loud horns that can be heard for a mile sound for 1 hour. The sound moves with you.
33–34 Until you finish a long rest, every word you utter sounds normal to you but is heard by others as incomprehensible babbling. This effect doesn’t impair your ability to cast spells.
35–36 Three creatures within 30 feet that you can see are targeted by a bolt of light that does 1d8 radiant damage. Each target can avoid the damage with a successful Constitution saving throw.
37–38 Every creature within 60 feet of you, except you, teleports 10 feet in a random direction. If the destination is a solid object or hazardous terrain, the creature doesn’t move.
39–40 The sun (or the moon, at night) is eclipsed for 10 minutes.
41–42 You become immune to all damage for 1 round.
43–44 Until you finish a long rest, you leave burning footprints that smolder in your wake for 5 rounds. The flames are hot enough to ignite easily flammable material.
45–46 You turn into a succulent cooked ham for 10 rounds. While a ham, you are incapacitated and have vulnerability to all damage. The gold plate that you appear upon can be sold for 5 gp.
47–48 For 30 feet around you, the ground turns into broken, uneven, difficult terrain.
49–50 For 1 hour, you gain a bonus to weapon damage equal to your spellcasting ability modifier.
51–52 You open a portal to the Abyss that stays open for 10 rounds. Each round there is a 1 in 20 chance that a fiend or other Abyssal creature of the GM’s choice walks through.
53–54 You cast healing word on a target of your choice.
55–56 Your eyes turn into potatoes and fall from their sockets. You are blinded until you receive a remove curse or regenerate spell.
57–58 You hear a thunderous sound and are stunned until the end of your next turn.
59–60 You cast moonbeam.
61–62 An item you hold is covered in a continual flame effect. If you are not holding an item, the GM chooses an item within 30 feet of you to be the target.
63–64 You and two targets that you can see within 30 feet are affected by a bane spell.
65–66 You gain advantage on your next attack roll, ability check, or saving throw within 24 hours.
67–68 You have disadvantage on your next attack roll, ability check, or saving throw within 24 hours.
69–70 Choose a creature that you can see within 60 feet (other than yourself) to gain temporary hit points equal to your level.
71–72 A barrel of lamp oil appears adjacent to you.
73–74 You are targeted by a disguise self spell making you appear as a dirt-covered human child of the opposite gender.
75–76 Dim pink light fills an area 30 feet around your target. If your spell or ability has no target, the light is centered on you.
77–78 You summon a boar to a space you can see within 30 feet. The boar follows your commands for 1 minute and then disappears. It is wearing a green dress.
79–80 You cast flame strike centered on yourself.
81–82 You gain 1d4 × 10 pounds of weight.
83–84 You gain a +2 bonus to your AC for a number of rounds equal to your spellcasting ability modifier.
85–86 The ground beneath your target, or beneath you if your spell or ability has no target, sinks 1 foot. The target also falls prone unless it makes a successful Dexterity saving throw.
87–88 Red silk scarves and origami cranes swirl through the air within 500 feet of you, causing the area to be obscured. The scarves are worth 100 gp if collected and sold.
89–90 A table with a heroes’ feast effect on it appears 10 feet from you.
91–92 Three skeletons under the control of the GM claw their way out of the ground and attack random living creatures until they are destroyed.
93–94 You cast barkskin on yourself. Your hair is permanently replaced with green leaves until you receive a remove curse spell or comparable magic.
95–96 Your teeth turn into moths and fly away.
97–98 You sprout insect wings, giving you a flying speed of 30 feet. The wings last for 1 minute.
99–00 A weapon you can see within 30 feet glows and becomes a +1 weapon for 1 minute.
Section 15: Copyright Notice

Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.