Warlock Chaos Incarnate Patron

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Otherworldly Patron

The Chaos Incarnate

You have made a pact with a powerful entity from one of the planes of chaos. While not necessarily insane, creatures of chaos are fickle and impulsive. Their motives are often unknowable, except for that they seek to tear down societal boundaries and systems of law. The most notable beings of chaos powerful enough to forge a pact are the Slaad Lords of Limbo such as Ygorl, Lord of Entropy and Ssendam, Lord of Madness, as well as the primordial Bazim-Gorag.

Expanded Spell List

The Chaos Incarnate 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.

Chaos Incarnate Expanded Spells
Spell Level Spells
1st chaos bolt, color spray
2nd alter self, dragon's breath
3rd erupting earth, gaseous form
4th confusion, polymorph
5th animate objects, destructive wave

Entropic Blasts

Starting at 1st level, your attacks are imbued with random, explosive energy. Whenever you hit a creature with an attack, you can deal 1d4 extra damage to all other creatures you choose within 5 feet of it. The type of damage is determined by rolling on the Chaos Damage table.

Spatial Fallacy

At 6th level, you can rearrange the battlefield by destroying and reforming creatures elsewhere. As a reaction when you are dealt damage, you can teleport up to 60 feet away and take only half damage.

Alternatively, if you were dealt damage from an attack, you can force the attacking creature to make a Charisma saving throw against your spell save DC. On a failed save, you teleport it up to 60 feet away from its original position and deal it 2d8 force damage. Once you use this feature, you must finish a short or long rest before you can use it again.

Chaos Damage
d8 Damage Type d8 Damage Type
1 Acid 5 Necrotic
2 Cold 6 Poison
3 Fire 7 Radiant
4 Lightning 8 Thunder

Hunger for Havoc

At 10th level, whenever you reduce a creature to 0 hit points with damage from rolling on the Chaos Damage table, you gain temporary hit points equal to the total Chaos Damage dealt that turn + your warlock level.

Additionally, you have resistance to the last damage type you rolled on the Chaos Damage table.

Warp Reality

At 14th level, you can distort the fabric of the universe to suit your whims. As an action on your turn, you can affect a 45-foot cube of space centered on you with the following effects:

• determine the direction of gravity, if any

• deal 1d8 damage of your choice from the Chaos Damage table to up to 3 creatures within the affected area

• change any materials in the affected area into other materials or states of matter

• fabricate nonmagical objects or structures from available materials

• destroy nonmagical objects or structures into their parts or raw components

• cause an area of flat terrain to become difficult terrain or vice versa

The distortion lasts a number of rounds equal to your Charisma modifier (minimum of 1) or until you choose to end it (no action required), and you must use your action each turn to maintain or change the effects. When it ends, the environment and all materials in the area revert back to the way they were before you used this feature. Once you use this feature, you can’t use it again until you finish a long rest.


Created by /u/DungeonRacer
Art - "Limbo" by Aleksi Briclot
Art - "Foreboding Ruins" by Adam Paquette

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch lnvocations feature. A warlock with the Chaos Incarnate patron can choose from the following invocations, in addition to the ones in the Player's Handbook.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite.

Discharge of Limbo

Prerequisites: Chaos Incarnate Patron, Pact of the Chain
As an action on your turn, you can command your familiar to move up to its movement and explode, automatically destroying the familiar. All creatures in a 20 foot radius must make a Dexterity saving throw against your spell save DC, taking 5d10 damage on a failed save, or half as much on a success. Roll on the Chaos Damage table to determine the type of damage.

Evershifting Blade

Prerequisites: Chaos Incarnate Patron, Pact of the Blade
You can change the form of your pact weapon as a bonus action on your turn. If you do this, your next attack with it this turn deals 1d8 extra damage on a hit. Roll on the Chaos Damage table to determine the type of damage.

Mutant Energies

Prerequisites: Chaos Incarnate Patron
Once per turn, you can choose one creature you damaged when rolling on the Chaos damage table. You deal extra damage to it equal to your Charisma modifier. If the creature has resistance against the damage type rolled, you ignore it.

Pages of Mayhem

Prerequisites: Chaos Incarnate Patron, Pact of the Tome
Anyone who looks closely at your Book of Shadows other than you must make a Wisdom saving throw against your warlock spell save DC (creatures of lawful alignment have disadvantage). On a failed save, it is afflicted with Short-Term Madness. Alternatively, if you choose, the creature acts in a way contrary to its alignment or normal behavior (determined by the DM) for 1d10 minutes.

Pact of the Chain

At 3rd level, a warlock receives a pact boon from their patron. A warlock of the Chaos Incarnate patron that chooses the Pact of the Chain can select the Slaad Spawn as their familiar's form. In its natural form the Slaad Spawn is a tiny, semi-humanoid creature with toadlike features.

Slaad Spawn

Tiny aberration, chaotic neutral

  • Armor Class 13 (natural armor)
  • Hit Points 12 (4d4+2)
  • Speed 30 ft.

8 (-1) 15 (+2) 14 (+2) 5 (-3) 6 (-2) 7 (-1)

  • Skills Perception +1, Stealth +4
  • Damage Resistances acid, cold, fire, lightning, thunder
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Slaad, telepathy 60 ft.
  • Challenge 1 (200 XP)

Shapechanger. The slaad can use its action to polymorph into a beast form that resembles any tiny sized beast. Its statistics are the same in each form, except for the changes to its speed(s). Any equipment it is wearing or carrying isn't transformed.

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Regeneration. The slaad regains 1 hit point at the start of its turn if it has at least 1 hit point.


Multiattack. The slaad makes two attacks: on with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be until poisoned the end of its next turn.


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