Chaotician
The restrictions traditional methods impose on magic are arbitrary and short-sighted, or so you believe. Magic recognizes no restraints; the rules exist only to limit what casters can do. You have no need for such safeguards. Instead, you let magic pass through you to behave as it chooses.
The Chaos tradition offers pure, undiluted access to magic, and thus you make it your specialty. Your recklessness causes unpredictable occurrences when you cast spells, which can both give you great benefits and subject you to surprising setbacks. Others do well to keep clear of you as no one can guess what will happen when you call upon your magic.
Level 7 Chaotician
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Chaos, Spells: One master
Anarchic Magic (Magical): You can use this talent at the start of your turn. Roll a chaos die, which is a d6, and find the result on the list below. Many results grant 1 or more chaos tokens, which you can expend to use talents from this path. You retain the chaos tokens until you expend them or until after you rest. Some chaotician talents force you to discard chaos tokens as well.
D6 | EFFECT |
---|---|
1 | Discard 1d6 chaos tokens. If you do not have enough tokens to discard, you discard what you have and become confused (luck ends). |
2 | Gain 1 chaos token. |
3 | Gain 1 chaos token, and you can immediately make a luck roll to end one (luck ends) effect on you. |
4 | Gain 2 chaos tokens. |
5 | Gain 2 chaos tokens. You make rolls resulting from your use of magical effects with 1 boon, and you impose 1 bane on rolls made to resist your magical effects. This benefit lasts until the end of the round. |
6 | Gain 1d6 chaos tokens, and then each creature within 5 yards takes damage equal to the number of chaos tokens you possess. |
Once you use this talent, you lose access to it for 1 minute.
Chaos Strike (Magical): Whenever you deal damage to an enemy, you can expend 1 chaos token to roll a d6. On a 3 or lower, you impose 1 bane on rolls the enemy makes against you until the end of your next turn. On a 4 or higher, the enemy takes an extra 3d6 damage.
Chaos Surge (Magical): Whenever you are harmed while you have at least 1 chaos token, make a Will roll. On a failure, you expend 1 chaos token and produce a random effect from the Wild Magic table in the Chaos tradition.
Level 8 Chaotician
Health: +6
Spells: One master
Bend Chaos (Magical): Whenever you roll a die from the casting of a Chaos spell, you can expend 1 chaos token to increase or decrease the number rolled by your Will modifier (minimum 1).
Wild Blast (Magical): You can use an action and expend 1 chaos token to hurl magical energy from your hand. Target one enemy you can see. Make a Will roll against the target’s Agility. On a success, roll 2d6, then roll a number of d6s equal to the total of that roll to determine how much damage the target takes. On a failure, you produce a random result from the Wild Magic table.
Level 10 Chaotician
Health: +6
Spells: One master
Explosive Surge (Magical): When you roll on the Wild Magic table, you can expend any number of chaos tokens to make additional rolls and choose one of the results for the effect. Magical energy then explodes from you, dealing 2d6 damage per chaos token expended to everything within 5 yards. A creature makes a luck roll. On a success, it takes half damage. On a failure, it is also knocked prone.