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Become a Patron!
## Otherworldly Patron The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. ### The Master of Chaos Outside of the Material Plane, chaotic energy can be found a plenty. From the plane of Pandemonium to the plane of Elemental Chaos and even the Abyss. These lawless lands can be home of powerful entities who have some ability to control the chaotic energy and harness it for their own purposes. Warlocks who entreat to these Masters of Chaos can expect to find themselves irrevocably changed and harness the power themselves, or go mad. Some of these entities you may deal with is The Queen of Chaos, the Traveler, Tharizdun the Chained God and more. #### Expanded Spell List The Master of Chaos lets you choose from an expanded list of spells w hen you learn a warlock spell. The following spells are added to the warlock spell list for you. ## ##### **Master of Chaos Expanded Spells** | Spell Level | Spells | |:---:|:---:| | 1st | *Chaos Bolt, Dissonant Whispers* | | 2nd | *Blur, Silence* | | 3rd | *Blink, Call Lightning* | | 4th | *Confusion, Storm Sphere* | | 5th | *Geas, Reincarnate* | #### Chaos Surge Beginning at 1st level, your patron instills a pool of chaotic energy within you that helps power your pact magic. Each time you cast a Warlock spell using a spell slot, the DM can ask you at any point to roll a d20. If you roll between a 1 and a 5, roll on the Chaos Surge table to create a random magical effect. If the result is a spell you are considered the caster and use your Spell DC. If the spell is a concentration spell, it remains for the whole duration of the spell. #### Spark of Mayhem Beginning at 1st level, your patron instills a small pool of chaotic energy into your very being. Every time you make a successful spell attack against a target, you can tap into this pool and deal an additional 1d4 in random elemental damage as a bonus action. At the beginning of each day roll a d8 on the Element Table to determine the damage type for that day. The damage die increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level. | d8 | Element | |:---:|:-----------:| |1|Fire| |2|Cold| |3|Lightning| |4|Thunder| |5|Force| |6|Acid| |7|Necrotic| |8|Radiant| #### Chaotic Anatomy Starting at 6th level, the chaotic energy within you starts to fuse with your soul and body. When you take acid, cold, fire, lightning or thunder damage, you can use your reaction to reduce the damage by half your Warlock level plus your Charisma modifier. After you use this feature you must wait until your next short or long rest to use it again. #### Spell Frenzy At 10th level, you are granted a greater amount of chaos energy and have become more adept at controlling it. Using one of your spell slots, you can try and cast a spell from the Warlock spell list that you do not know.
**Spell Save DC** =
10 + spell level x 2
As an example if you try and cast Hunger of Hadar, a 3rd level spell, the DC to beat with a Charisma roll would be DC 16. If successfully casted than treat it as if it was casted at 5th level. If unsuccessful at casting the spell you lose your spell slot and roll on the Chaos Surge table. #### Maelstrom Beginning at 14th level, the chaotic energy in you has melded with your body and soul becoming one. When you make a death saving throw at the start of your turn, you can release a wave of chaotic energy from your body up to a range of 20-feet away from your body. The area becomes difficult terrain and if a creature starts their turn within the area they take 4d8 necrotic damage. The Maelstrom disappears when you are stabilized or die. After this feature is used, you can not use it until after your next long rest. \pagebreak |d100|Effect| |:---:|:-----------:| |1-2|Gravity is reversed in a 20' radius around you, up to a height of 50' and lasts until the end of your next turn.| |3-4|Cast Control Weather, roll 1d4; evens change stage by one up on the table, odds change stage by one down on the table.| |5-6|You regain all expended spell slots.| |7-8|A random creature in a 30' radius becomes under the effect of the Slow spell.| |9-10|For the next hour, anything you write glows with shifting colors.| |11-12|Your next spell does double damage.| |13-14|A random creature in a 30' radius becomes under the effect of the Haste spell.| |15-16|You make a Dexterity saving throw or become encased in Otiluke's Resilient Sphere.| |17-18|A random creature within 30’ of you has their vision altered to only see black and white.| |19-20|You gain the deafened condition.| |21-22|Every creature within 30' of you is hit by a 1st level magic missile.| |23-24|Cast Earth Tremor centered on you.| |25-26|1d6 abyssal chickens controlled by the DM appear in unoccupied spaces within 60' of you and are frightened of you.| |27-28|Until the end of your next turn, you swap immunities, weaknesses, and vulnerabilities with the nearest hostile creature.| |29-30|You gain the blinded condition for the next minute.| |31-32|You cast Faerie Fire centered on yourself.| |33-34|All creatures in a 30’ make a Wisdom saving throw, on a fail they are frightened of the caster for 1 minute and can make the save again at the end of their turn.| |35-36|You glow brightly for 1 minute. Blind others within 5'.| |37-38|You cast Grease on yourself.| |39-40|You have a vision of you as a child and a party member tucking you into bed. |41-42|You roll twice on the table.| |43-44|A Wall of Force appears in front of the caster.| |45-46|All plants within 5’ of you wilt and die for the next hour.| \columnbreak ||| |:---:|:-----------:| |47-48|Bones of the Earth is casted randomly. |49-50|You gain 1 point of exhaustion until your next short rest.| |51-52|A random creature in a 30' radius around you goes up one size category.| |53-54|All creatures within 20’ of the caster must succeed a Wisdom saving throw or suffer from the Confusion spell.| |55-56|You are stunned until the end of next turn, in which you are then under the effect of the Foresight spell for 1 minute, once it ends you are blinded for 1d4-1 hours (minimum of 1 hour).| |57-58|The next spell you cast has its Attack modifier and DC increased by +2.| |59-60|You become vulnerable to all damage until the beginning of your next turn.| |61-62|If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.| |63-64|The next spell you cast does not cost a spell slot.| |65-66|All creatures within 10’ of the caster are targets of Heat Metal for any metal weapons they carry.| |67-68|Cast Magic Missile at 5th level.| |69-70|You are under the effect of Gaseous Form for 1d4+1 turns.| |71-72|You smell faintly of brimstone for 1d6 hours.| |73-74|The biological gender of the 1d4 creatures closest to you is reversed for 1d4 hours.| |75-76|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.| |77-78|30’ radius centered from you is turned into difficult terrain.| |79-80|You gain temporary hit points equal to your Warlock level multiplied by 2.| |81-82|Roll a d4; evens both your arms turn completely invisible, odds your legs turn completely invisible.| |83-84|You are under the effect of the Zone of Truth spell for the next hour.| |85-86|Next spell you cast deals the minimum amount of damage possible.| |87-88|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.| |89-90|Next spell you cast deals maximum amount of damage possible. |91-92|You are under the effect of Primordial Ward.| \pagebreak ||| |:---:|:-----------:| |93-94|All melee weapons in a 20' radius of you deal 1d4 less damage.| |95-96|You use Lightning Lure to all creatures within 15’ of them.| |97-98|For 1d4 hours, your flesh changes into a form of living metal, increasing your AC by three. You cannot be knocked prone unwillingly, however, your base movement speed is reduced to 15’.| |99-100|Paint within 30 feet of you cracks and peels as it ages thirty years instantly.|