Tales of the Valiant Players Guide (pg. 86)

Chaos - Sorcerer Subclass

Be it a blessing or a curse, your innate magic stems from the churning chaos that spawned reality. You may have harnessed this enigmatic power through an ancient ritual, proximity to a cataclysmic event, or maybe you haplessly wandered into a ley line amid a cosmic convergence, wholly unaware. This magic pulses inside you, prepared to spring forth, unbidden, whenever it may.



class features:

CHAOS MANIFESTATION

3rd-Level Chaos Feature

When you reduce one or more creatures to 0 HP or score a critical hit with a spell attack, the chaos within you manifests in a random way. To determine the effect, roll a d6 and consult the Chaos Manifestation table. Once you trigger a benefit, you can’t trigger another before the start of your next turn.

Chaos Manifestation Table

d6 | Effect

1 | You become invisible until the end of your next turn. This invisibility ends early if you attack or cast a spell.

2 | Threads of magic explode out from you, dealing 1d4+your PB force damage to each creature of your choice within 30 feet of you.

3 | You gain a +1 bonus to AC for each hostile creature within 30 feet of you that you can see, up to a number equal to your PB, until the end of your next turn

4 | Until the end of your next turn you can move through creatures and objects as though they were difficult terrain. IF you end your turn inside a creature or object, you take 4d10 force damage and are pushed to the nearest unoccupied space.

5 | Until the end of your next turn, magical darkness pours out from you in a 10-foot radius sphere. The darkness is centered on you and moves with you. You can see normally through this darkness,

6 | You teleport to an unoccupied space within 60 feet of you that you can see. You must succeed on a DC 10 Con save or be stunned until the start of your next turn.

CHAOS ORIGIN SPELLS

You gain origin spells at the sorcerer levels listed in the Chaos Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.


Chaos Origin Spells

Sorcerer Level | Spells

3rd | misty step, shatter

5th | blink, hypnotic pattern

7th | compulsion, polymorph

9th | seeming, telekinesis

11th | eyebite, irresistible dance

VOLATILE MAGIC

3rd-Level Chaos Feature

The magic that courses through you is unpredictable at best, dangerous at worst. When you cast a spell of 1st circle or higher, you must roll a d20 against your volatile save DC. On a failure, the spell’s effects happen, but the spell becomes volatile, and you must roll on the Volatile Spell Effect table to determine any additional effects the spell has:

  • Volatile save DC = 20 − your sorcerer level + the circle of the spell.

You can spend Luck, as normal, on the d20 roll to determine whether your magic is volatile. However, if you make a volatile magic roll while you have 0 Luck, roll twice and take the higher result.

Any effects created by the volatile spell that require a save use your sorcerer spell save DC.

EMBRACE CHAOS

7th-Level Chaos Feature

As a bonus action, you can roll on the Volatile Spell Effect table and suffer the effects as though you are the target of any effect or spell. If the result of your roll is an even number, you gain a number of sorcery points equal to your PB. If the result of your roll is an odd number, you gain a number of temporary hit points equal to your CON score, which last for 1 hour.

Once used, you can't use this feature again until you finish a short or long rest.

INFLICT DISORDER

11th-Level Chaos Feature

When a creature targets you with a spell or attack, you can use your reaction to roll on the Volatile Spell Effect table. After you roll, but before the effect takes place, you can spend 1 sorcery point to force the attacking creature to be the target of the effect instead of you.

Once used, you can't use this feature again until you finish a short or long rest, unless you spend 2 sorcery points to do so.

APOTHEOSIS OF DISCORD

15th-Level Chaos Feature

When you cast a spell of 6th circle or higher, you can choose to become a conduit for the magic around you, overwhelming you with Arcane power. This state lasts for 1 minute or until you are knocked unconscious. While affected, you gain the following benefits:

• The number of sorcery points required to use each metamagic option you know is reduced by 1 (to a minimum of 0).

• When you cast a spell of 1st circle or higher, you gain resistance to all damage until the end of your next turn.

• You can cast any Arcane or origin spell you know without expending a spell slot or needing any components. To do so, the spell must have a casting time of 1 minute or less and be of a spell circle no higher than half your PB (rounded down).

Once used, you can't use this feature again until you finish a long rest, unless you spend 15 sorcery points to do so.


Sorcerer Level

Features

3rd

Chaos Manifestation, Chaos Origin Spells, Volatile Magic

7th

Embrace Chaos

11th

Inflict Disorder

15th

Apotheosis of Discord

Volatile Spell Effect

d100

Effect

1-2

Roll on this table at the start of each of your turns for the next minute. For the duration, the cost of your Metamagic options is reduced by 1 (to a minimum of 0).

3–4

At the end of your next turn, a 3rd-circle fireball spell will detonate centered on you. If you are completely covered by water or dirt, the fireball doesn’t go off.

5–6

A mischievous and judgmental quasit named Gerknoz appears in an unoccupied space within 30 feet of you. Gerknoz remains for 1 hour or until slain and is controlled by the GM.

7–8

The target of your spell is enlarged as if by the enlarge/reduce spell. If the spell has no target, you are enlarged instead.

9–10

At the end of your turn, wind blasts out from you in all directions (as the gust of wind spell).

11–12

You become as heavy as iron and are knocked prone. Until the end of your next turn, your speed is reduced to 0. A creature grappling, restraining, or carrying you must succeed on a DC 30 STR save or fall prone as well.

13–14

You rise 30 feet into the air and hover there until the end of your next turn, at which point you fall.

15–16

You are cloaked in shadow and reek of brimstone for 1 hour. Light sources within 5 feet of you have the range of their bright and dim light reduced by 20 feet. During this time, you have advantage on DEX (Stealth) checks and CHA (Intimidation) checks but disadvantage on CHA (Persuasion) checks.

17–18

Inky crows appear circling around you for 1 minute. The crows release a shrill caw that gives you and each creature within 20 feet of you disadvantage on concentration checks.

19–20

A falling star hurtles toward the target of your spell. If the spell has no target, the target is you. At the end of your next turn, if the target is within 100 feet of where it was when you cast the spell, they must succeed on a DEX save or take 3d10 bludgeoning damage and 3d10 fire damage from the meteor.

21–22

You and a being from another plane can use a bonus action to see, hear, and speak to one another for 1 minute. The being is neither hostile nor helpful, though that can change at GM’s discretion.

23–24

You and a random creature that can see or hear you take 1 piercing damage as your mouths are stitched shut by arcane thread. Until a creature uses an action to cut the thread, you and the target can speak only in muffled groans and can't supply the verbal components for spellcasting.

25–26

Tar drips from the sky in a 30-foot radius around you. The tar makes the area difficult terrain, and any open flames in the area grow by 1d10 feet toward you at the start of each of your turns. The downfall persists for 1 minute.

27–28

A plush armchair, an end table with a magically burning oil lamp, and one of your favorite books all appear in an unoccupied space within 10 feet of you. You regain 2 additional sorcery points if you complete a short rest in such luxury.

29–30

Your hair falls out and takes the vague shape of an animated sword. The sword follows and defends you until it is reduced to 0 HP, at which point the hair scurries off, now free. Your hair regrows normally.

31–32

You gain resistance to all damage for 1 minute or until you are incapacitated.

33–34

Until you finish a short or long rest, you can't see or hear Fey, such as sprites.

35–36

You gain truesight to a distance of 100 feet for 1 hour. For the duration, you can’t tell a lie by any means short of divine intervention.

37–38

Your skin glows with pale, colorful light. For 1 hour, you gain a bonus to AC equal to half your sorcerer level, rounded up.

39–40

A portal to a random elemental plane is ripped open in an unoccupied space within 10 feet of your spell’s target. The portal remains for 1 minute. Roll a d4: 1, Plane of Fire; 2, Plane of Air; 3, Plane of Water; 4, Plane of Earth. On initiative count 20 of each round, roll a d20. On a roll of 20, an elemental creature of the GM’s choice emerges from the portal.

41–42

Your skin becomes translucent, showing the muscle and vein beneath. For 1 minute, you gain vulnerability to bludgeoning, piercing, and slashing damage.

43–44

Each friendly creature within 30 feet of you can instantly choose to teleport up to 1 mile. The creature must be able to see or be familiar with the location in order to teleport there.

45–46

One creature of your choice on the same plane as you becomes paralyzed until the end of your next turn. Creatures with legendary actions are unaffected.

47–48

You and each hostile creature within 30 feet of you become stunned for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect for all stunned creatures on a success.

49–50

Until you finish a long rest, every word you utter sounds normal to you but is heard by others as incomprehensible babbling. This effect doesn’t impair your ability to cast spells.

51–52

The sun or moon (depending on the time of day) is eclipsed for 10 minutes. For the duration, you are incorporeal and can move through creatures and objects as though they were difficult terrain. If you end your turn inside a creature or object, you take 1d10 force damage and are shunted to the nearest unoccupied space.

53–54

Arcane energy thrums through you, creating an unnatural warble that is audible to a distance of 300 feet. For 1 hour, your cantrips deal additional damage equal to your CHA modifier.

55–56

Until you finish a long rest, your movement speed increases by 15 feet. When you take the Dash action, your jump distance is tripled until the end of your turn.

57–58

For 1 hour, you leave behind smoldering footprints of hellfire. Ice, snow, or difficult terrain caused by a liquid, such as mud or oil, is burned away and doesn’t affect you for the duration.

59–60

The surface upon which you stand becomes as smooth as polished glass to a distance of 300 feet. Difficult terrain in the area is instantly removed and creatures that move more than half their speed on the surface must succeed on a DEX save or fall prone.

61–62

You and another creature within 30 feet of you regain 3d10 hit points. If no other creature is within 30 feet of you, you instead take necrotic damage equal to half your current hit points.

63–64

Your STR score increases to 19 for 1 hour. If your STR score is 19 or higher already, your STR score instead becomes 10.

65–66

One item you are carrying or wearing ignites in harmless flames, as with the continual flame spell.

67–68

The target of your spell is bathed in a sickening pink light. The creature has disadvantage on attack rolls and saves until the start of your next turn.

69–70

Treat the next ability check, attack roll, or save that you make before the end of your next turn as though you rolled a 20 on the d20.

71–72

You and each creature within 20 feet of you are instantly dressed in fine clothing worth a total of 100 gp.

73–74

The target of your spell teleports to an unoccupied space within 5 feet of you. While you remain within 5 feet of the target, you are invisible to it.

75–76

You can immediately cast a cantrip or take the Attack, Dash, Disengage, Hide, or Use Object action as part of casting the spell that became volatile.

77–78

You fall asleep until a creature uses its action to shake you awake or you take damage. While asleep, hostile creatures within 20 feet of you take 1d6 psychic damage from your nightmares.

79–80

Each creature within 20 feet of you (other than you) is targeted by the heat metal spell as though you cast it. You lose concentration on any other spell you are currently concentrating on and begin concentrating on heat metal as though you cast it.

81–82

You become a fine pink mist, as with the gaseous form spell, for 1 hour. You can use your action to revert to your true form.

83–84

You take 2d6 piercing damage as bony spikes sprout from your limbs, chest, and head. For 10 minutes, a creature that touches you or hits you with a melee attack takes 2d6 piercing damage.

85–86

Massive insect wings, like those of either a dragonfly or a moth, sprout from your back. You gain a flying speed of 60 feet for 1 hour.

87–88

A nonmagical weapon held by the target of your spell (or the closest creature holding a weapon) becomes a scorpion. The scorpion has 30 temporary hit points, INT 7 (-2), can speak Abyssal, and regards the caster as a trusted friend.

89–90

A number of your teeth (1d4 + 1) fall out. For each tooth that hits the ground, a skeleton appears. Any such skeletons are hostile to everyone except you, and they fight until destroyed. Your teeth regrow when you finish a short or long rest.

91–92

You and the target of your spell (if any) can choose to teleport up to 30 feet to an unoccupied space you can see.

93–94

Each hostile creature within 30 feet of you that can see or hear you is frightened of you for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect for itself on a success.

95–96

Any metal weapons, armor, or jewelry you are wearing crackle with lightning and shine bright light in a 20-foot radius and dim light for an additional 10 feet for 1 minute. A creature that touches you or hits you with a melee attack takes 1d6 lightning damage.

97–98

For 1 hour, should you die, you instead remain at 1 hit point and appear in the location in which you last took a long rest.

99–100

You regain a number of sorcery points equal to half your PB (rounded up) at the start of each of your turns for the next minute. At the end of each of your turns for the duration, you take force damage equal to the number of sorcery points you have.


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