Pact of Chaos

Clashing against the balancing precision of the universe is a spark of life and death. Chaos is surprising, unpredictable, breathing, decaying, and always changing. Neither good nor evil, the only constant of chaos is the assurance that there will be change. You have bound yourself to the ever-changing havoc. Wielding chaos as a tool requires flexibility and open-mindedness to stay attuned to the shifting flow. Lose yourself in the never-ending twists and turns and you may never find yourself again. Then again, the concept of the self may just be a pathetic excuse to rationalize the pandemonium that is life.

Chaos Spells
Class Level Spells
1st Fog cloud, grease
2nd Enlarge/reduce, gust of wind
3rd Sleet storm, stinking cloud
4th Compulsion, confusion
5th Animate objects, awaken

Chaotic Shuffle

Starting at 1st level, the presence of chaos judders reality from your very presence. At the start of a creature’s turn, you may use your reaction to force them to reroll initiative at disadvantage. The initiative then resumes as normal and the creature takes its turn at its new initiative place. The creature can attempt to force themselves from being shunted through reality and ignore the initiative change by taking disadvantage on all rolls on their turn. You can use this feature a number of times equal to your Charisma modifier. You regain all uses of this ability after a long rest.

Sudden Displacement

Starting at 6th level, your ability to weave the flow of chaos allows you to manipulate spacial control. As an action, you can inhale the gases of various burned herbs and enter a state of mystic frenzy. While in this state, you are directly connected to the prophecies of the divine. They are hazy and confusing but give you unique insight into the events unfolding before you. You gain advantage on all skill checks and saving throws using Intelligence, Wisdom, and Charisma, and disadvantage on all skill checks and saving throws using Strength, Dexterity, and Constitution. You remain in this state of prophetic frenzy for one minute. Once you use this feature, you cannot use it again until you finish a short or long rest.

Additionally, when using the Vapors of Delphi, roll a d6 instead of a d3 to determine the number of hints you are provided.

Prescient Danger

Starting at 6th level, as a reaction to a creature being attacked within 60 feet of you, you may warn them of impending doom as you see moments into their future. They immediately gain +2 AC, potentially avoiding the attack. If you are under the influence of Prophetic Haze, the target instead gains +3 AC. You can use this reaction a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Sage of Futures

Starting at 14th level, you do not need material components to cast divination spells. Targets making a saving throw to resist your divination spells have disadvantage.

Grand Foretelling

Starting at 18th level, you are capable of ingesting a highly potent drug that heightens your connection to the prophetic divine. As soon as initiative is rolled, as long as you are not surprised you are able to discern the intent of all enemy combatants. Your GM should give you a vague idea of the action each creature is going to take this round if not interfered with by another creature. You see this is a flash of prophecy and are able to immediately take a free action to speak one short sentence of warning.

As a reaction at any time, you may force two targets to make a Charisma saving throw against your spell save DC. If they both fail, they instantly swap physical places. If a target is inanimate, yourself, or allows the swap, they do not need to roll and automatically fail the throw. The targets you swap must be of the same size category or smaller. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

Malignancy and Entropy

Starting at 10th level, your mastery of chaos has sharpened to a specialized form. Once you have used this feature, you cannot use it again until you have taken a short or long rest. Choose one of the following.

  • Rampant Growth. As an action, roll any number of your hit dice. All creatures within 30 feet must roll 1d20. For those who roll 11-20, divide the number rolled on your hit dice as healing evenly. For those who roll 1-10, nothing apparently happens; although any poisons or diseases in their bodies may accelerate and they may have gained an inch of hair. Using this ability does not consume your hit dice.
  • Seething Decay. As an action, roll any number of your hit dice. All creatures within 30 feet must make a Charisma saving throw against your spell save DC. For those who fail, divide the number rolled on your hit dice as damage evenly. For those who succeed, nothing apparently happens; although they may have lost a few days off their lifespan. Using this ability does not consume your hit dice.

Lord of Bedlam

Starting at 14th level, chaos has been sewn into the very fabric of your existence. Your awareness that the multiverse is an endless spiral of change steels you from the changes in your experiences. You are immune to the frightened condition. Any divination magic cast on you or within 30 feet of you has a 50% chance to fail and a 50% chance to have undesired effects. If any saving throw would have you take damage or suffer an effect when succeeding, you instead take no damage and suffer no effect. Additionally, upon taking damage you can use your reaction to transfer the damage to another random target within 30 feet. The target can make a Charisma saving throw versus your spell save DC to take half the damage instead. You can use this feature once and regain usage after a short or long rest.

Section 15: Copyright Notice

5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin

This is not the complete section 15 entry - see the full license for this page