You are a chaot, an outcasted practitioner of blasphemous and chaotic magics. Meddling with the tumultuous essence of the Veil earns you unparalleled power compared to your more orderly wizard-brethren, but it comes at a grave cost. Unlike typical sorcerers, your powers control you more than you control them. You spout fell curses and conjure wild spells to undo your enemies, but you barely hold back the malignant horrors that lie Beyond. When your control breaks, it shatters, and woe betide any who are caught in the cataclysmic wake. **Key Attribute** Charisma (Min 13) **Hit Points** Equal to Con score + Level. **Weapons** One handed [[Weapons|weapons]], staves, shortbows, sling. **Armour & Shields** Light [[Armour]]. **Class Starting Gear** Staff (`dice: 1d6`), Leather [[Armour]] (+1 AC). **Skills** Deception, Arcane Lore plus roll **`dice: 1d10`** three times: (i) Apothecary, (ii) Persuasion (iii) Detection, (iv) Divine Lore, (v) Gather Info, (vi) General Lore (vii) Sleight of Hand, (viii) Watercraft (ix) Stealth, (x) Wilderness Lore. | Level | AB | Ability | | ----- | --- | ---------------------- | | 1 | 0 | Chaos Burst, Cataclysm | | 2 | +1 | Curses, New Skill | | 3 | +2 | Unique Feature | | 4 | +2 | +1 AC | | 5 | +3 | New Skill, Mutation | | 6 | +4 | Unique Feature | | 7 | +5 | Ancient Magicks | | 8 | +5 | +1 AC, New Skill | | 9 | +6 | Unique Feature | ## Chaos Magicks At first level, you can release raw Chaos Magicks that are as surprising to your enemies as they are to you. You begin each day with a number of randomly generated spells equal to your Cha mod (min 1). Roll on the [[Spell Generation|spell generation]] tables to determine your spells. Based on the results, work with your GM to determine how your spells function. You may use/interpret a spell in multiple ways. Generally damage dealing spells deal d6 damage per level. The GM retains final call on how a spell functions. You may cast each spell a number of times equal to your Cha mod. When a new day dawns you lose your previous spells and generate new ones. Once per adventure you may choose to permanently learn a spell you generated before it is lost with a new dawn. Afterwards, you may choose to gain this spell in place of generating a random spell once per adventure. You can permanently learn a number of spells equal to half your level (round up) and may forget them at will. You begin an adventure with **one use of this ability per level.** You may expend a use of this ability to attempt to cast one of the spells you know. Typical [[Sorcery|spellcasting rules]] apply, but you use Cha in place of Int when making your Arcane Lore check. You may regain expended uses by taking Short or Long Rests. ## Cataclysm Whenever you trigger a DDM effect, you can make a ***Luck* (Cha) check** to prevent it from occurring. If you succeed, no effect occurs and your DDM tally increases by 1. If you fail, you trigger a DDM effect but your tally does not reset to 1. After succeeding on this check at least once, you can release a magical *Cataclysm* while using *Chaos Magicks* or invoking a curse. **Add your DDM tally to your current level:** you cast the spell(s) or invoke the curse at this new level. In addition, you simultaneously trigger a number of DDM effects equal to half your DDM tally (round up). You may not prevent any of these DDM effects from occurring using the above rules. Afterwards, your DDM resets to 1. ### Exploding DDM As a Chaot, your DDM die explodes on a **roll of a 1.** If this occurs, roll another DDM die; if the result is lower than your DDM tally was when you originally checked for DDM, you trigger another DDM effect. Your DDM dice explode an unlimited number of times. ## Curses At second level, you can invoke dread curses upon your enemies. You may expend a **usage of your *Chaos Magicks* ** to invoke a curse. When you do so, typical spellcasting rules apply (requires a Cha (Arcane Lore) check, DDM check, etc.). The following curses are available to you: * Apply a penalty equal to your **Cha modifier** on any single roll made by a creature you can see within Far range (+1 modifier becomes -1 penalty, +2 modifier becomes -2 penalty, etc.). You may use this ability after seeing the result of the roll. You may use this ability on your own rolls. The GM may limit the kinds of rolls this ability applies to and/or if it stacks with other modifiers. * A creature you can see in Close range has a **random attribute** (exc. *Luck*) reduced by `dice: d4` equal to half your level (min `dice: 1d4`). *Luck* (Con) resists. On a Great Success, you choose which attribute. * Touch a creature and reduce its **hit dice** by an amount equal to half your level (min 1). *Luck* (Will) resists. On a Great Success, double the amount reduced. You lose 1 *Luck*; limited to once per combat only. - Touch a creature and cause it to develop a random **[[Mutations#Negative Mutations|Negative Mutation]]**; *Luck* (Con) resists. Alternatively, touch a willing creature and cause it to develop a random **[[Mutations#Beneficial Mutations|Beneficial Mutation]].** Both effects last for `dice: 2d6` rounds. On a Great Success, you choose the mutation. ## Unique Feature At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45. ## New Skill At 2nd, 5th, and 8th level, you gain one new skill (the skill need not be on your class list). ## Mutation At 5th level, your tampering with chaotic magic causes you to develop a random Beneficial Mutation. ## Ruinous Powers At 7th level, the location of an Old Magic Grimoire of your choice is revealed to you in your dreams. ## Beyond 9th Level If you survive this long, you discover a seething Veil rift deep within forgotten caverns and retire there to feed off its Chaos. You are served by tribes of feral urgot who see you as a god given living flesh.