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This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.
### Arcane Tradition: Chaos Magic Most arcane schools of thought employ concepts that revolve around established structures, philosophical leanings, and certain rules regarding the how's and why's of magic. However, there are some wizards who view these rules and guidelines as arbitrary; that the ways in which a majority of wizards wield magic only work because of their belief that they will work. These rare wizards, therefore claim that belief alone is strong enough to manifest desire into reality. These wizards utilize sigils and an altered consciousness to navigate the chaotic nature of magic to best fit their needs. This obscure tradition is known as chaos magic. Followers of this tradition are known as chaos magicians or sigilists. These wizards have a ‘do it yourself’ approach to learning and studying magic. They implement the writing of sigils, a special runic style of script that represents desire, and empower them with arcane energy to transform the desires written in their sigils into reality. In addition, followers of this tradition also learn how to enter into an altered state of consciousness, one wherein all other thoughts are filtered out in order to maintain their focus and increase the effectiveness of their magic. These wizards are often students of the occult, philosophy, and unorthodox practices and beliefs. Their expertise is called upon regarding matters of the paranormal, unconventional phenomena, and the decryption of arcane runes and sigils, and in battle, they are known to wield magic in ways that few wizards ever deemed possible. ##### Chaos Magic Features |Wizard Level| Feature| |:-:|:--| |2nd| Sigilist, Gnostic State | |6th| Unorthodox Arcana | |10th| Esoteric Resolve | |14th| Apotheosis | **All art present created by me, u/Yorviing** \columnbreak #### Sigilist Starting at 2nd level when you take up this tradition, you learn how to write arcane scripts and designs, called sigils, which are used to cast spells. You gain proficiency in calligrapher's supplies, and you can use a symbol written in ink on parchment, wood, or skin in ink as a spellcasting focus for your wizard spells. #### Gnostic State Beginning at 2nd level, you have learned how to enter an altered form of consciousness that grants focus and enhanced magical knowledge, known as your Gnostic State. You can use a bonus action to enter your Gnostic State, which lasts for 1 minute. It ends early if you are incapacitated, though you can dismiss your Gnostic State at any time you choose (no action required). While in your Gnostic State, you gain the following benefits: * You can add your Intelligence modifier to saving throws made to maintain concentration on spells. * You have advantage on Intelligence (Arcana) checks. * Once per Gnostic State, you can end your Gnostic State early to cast any spell in your spellbook, even if you don't have it prepared. You write out a sigil as part of casting this spell, and you cast it without any verbal or material components, though the casting time of the spell remains the same. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. #### Unorthodox Arcana By 6th level, your ability to use sigils to produce desired magical effects extends beyond the structures of normal wizardry. At the end of a long rest, choose one spell of 1st level or higher from any class, including this one. The spell you choose must be of a level you can cast. The chosen spell counts as wizard spell for you, is considered prepared until you finish your next long rest, and does not count toward the total number of spells that you can prepare. You can cast the spell once using a wizard spell slot of the spell's level or higher. You write out a sigil as part of casting any spell prepared via this feature, and you cast it without any verbal or material components. If the material components for the spell requires a material component which has a gold value, you must provide the material component. At the end of a long rest, if the spell you prepared via this feature that is not cast it is lost. #### Esoteric Resolve At 10th level, your ability to focus allows you to better ignore hindrances from the outside world. You are immune to magic that allows other creatures to read your thoughts or telepathically communicate with you unless you allow it, and when you make an Intelligence or Wisdom saving throw while you are in your Gnostic State, you can treat a d20 roll of 9 or lower as a 10. #### Apotheosis By 14th level, you have finally mastered the art of achieving gnosis. While in your Gnostic State, your concentration can't be broken as a result of taking damage.