Chaos Sorcery
Bend Probability and Reshape Magic
Chaos Sorcerers possess an unusually unstable connection to the Weave. Their magic can distort probability, disrupt the normal behavior of spells, and briefly alter space, time, or physical reality around them.
No single origin for Chaos Sorcery has been established. Some Chaos Sorcerers emerge after exposure to severe magical instability, disrupted ley activity, planar disturbances, or other events that place unusual strain on the Weave. The phenomenon appears to have become more common since the Upheaval, although scattered accounts suggest that rare individuals may have possessed similar abilities long before it.
Learning to control this instability is central to a Chaos Sorcerer's development. Their greatest power comes from deliberately pushing magic beyond its normal limits while managing the unpredictable consequences that follow.
Level 1: Chaos Sorcery Spells
Your connection to unstable magic grants you additional spells.
When you reach a Sorcerer level specified in the Chaos Sorcery Spells table, you always know the listed spells.
These spells count as Sorcerer spells for you and don't count against the number of Sorcerer spells you know.
| Sorcerer Level | Spells |
| 1 | Bane, Chaos Bolt |
| 3 | Mirror Image, Vortex Warp |
| 5 | Bestow Curse, Slow |
| 7 | Confusion, Dimension Door |
| 9 | Synaptic Static, Telekinesis |
Level 1: Unstable Magic
You can deliberately push your magic beyond its normal limits, accepting greater instability in exchange for increased power.
When you roll damage or healing for a Sorcerer spell and one or more dice in that roll show the highest number possible on the die, you can choose one of those dice.
Roll one additional die of the same size and add it to that damage or healing roll.
If the damage roll includes more than one damage type, choose one of those damage types for the additional die.
The additional die contributes only to the spell's damage or healing. It doesn't interact with any other effect that depends on the results of the spell's dice.
The additional die can't trigger Unstable Magic.
You can use this benefit only once per turn.
When you use it, your Instability increases by 1.
Stabilizing Your Magic
Starting at Sorcerer level 2, before applying an increase to your Instability, you can spend 1 Sorcery Point to reduce that increase by 1, unless the increase can't be reduced or prevented.
You can reduce a particular increase this way only once.
If this reduces the increase to 0, your Instability doesn't increase and you don't make an Instability check.
Level 1: Bend Probability
You can force probability toward a more favorable outcome.
Before you make a D20 Test, you can give yourself Advantage on that roll.
Once you use this feature, you can't use it again until you finish a Long Rest.
Starting at Sorcerer level 2, while this feature is unavailable, immediately after a Sorcerer spell of level 1 or higher that you cast finishes resolving, you can restore your use of Bend Probability.
When you do so, your Instability increases by 2.
This increase can't be reduced or prevented in any way.
Level 1: Chaos Surge
Repeatedly distorting your magic causes instability to accumulate until the Weave reacts unpredictably around you.
Instability
Your Instability begins at 0 and can never exceed 20.
Whenever your Instability increases, apply the full increase and then roll a d20.
If the number rolled is equal to or lower than your current Instability, you trigger a Chaos Surge.
If an effect would increase your Instability while it is already 20, you still make the Instability check.
If a single effect increases your Instability by more than 1, apply the entire increase before making one Instability check.
After you trigger a Chaos Surge, further increases to your Instability during the same turn still increase your Instability as normal, but they don't cause additional Instability checks.
After the Chaos Surge resolves, reduce your Instability by your Charisma modifier, with a minimum reduction of 1, to a minimum Instability of 0, unless the surge states otherwise.
Your Instability returns to 0 when you finish a Long Rest.
Resolving a Chaos Surge
When you trigger a Chaos Surge, roll on the Chaos Surge Table and resolve the result.
A Chaos Surge is magical but isn't a spell.
If a surge requires a saving throw, it uses your Sorcerer spell save DC.
If a Chaos Surge is triggered while another spell, attack, D20 Test, or feature is being resolved, finish resolving the triggering effect before resolving the Chaos Surge.
Surge Center
If a Chaos Surge creates an area centered on you, you are the surge's center unless another feature changes that center.
| d20 | Chaos Surge |
| 1 | Arcane Backlash. You take 2d4 Force damage. This damage increases by 1d4 when you reach Sorcerer levels 5 (3d4), 9 (4d4), 13 (5d4), and 17 (6d4). |
| 2 | Lingering Instability. Your Instability isn't reduced after this Chaos Surge. |
| 3 | Temporal Drag. Each creature within 10 feet of the surge's center must make a Constitution saving throw. On a failed save, a creature's Speed is halved and it can't take Reactions until the start of your next turn. |
| 4 | Gravity Well. Each creature other than you within 15 feet of the surge's center must make a Strength saving throw. On a failed save, the creature is pulled up to 10 feet toward the surge's center and has the Prone condition. |
| 5 | Repulsive Wave. Each creature other than you within 15 feet of the surge's center must make a Strength saving throw. On a failed save, the creature is pushed up to 15 feet directly away from the surge's center. |
| 6 | Misfortune Field. Until the start of your next turn, the first time a creature makes a D20 Test while within 15 feet of the surge's center, it subtracts 1d4 from the roll. |
| 7 | Fortune Field. Until the start of your next turn, the first time a creature makes a D20 Test while within 15 feet of the surge's center, it adds 1d4 to the roll. |
| 8 | Warped Distance. Until the start of your next turn, the 20-foot-radius area centered on the surge's center is Difficult Terrain for all creatures in the area. |
| 9 | Spatial Fold. You teleport up to 30 feet to an unoccupied space you can see. |
| 10 | Spatial Exchange. Choose one creature you can see within 30 feet of yourself. If the creature is willing, you and that creature teleport, exchanging spaces. If it is unwilling, it must succeed on a Charisma saving throw or exchange spaces with you. The exchange occurs only if each creature can fit in the destination space. |
| 11 | Reality Blur. Until the start of your next turn, attack rolls against you have Disadvantage. |
| 12 | Phase Shift. 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 an object, you are moved to the nearest unoccupied space and take 1d10 Force damage. |
| 13 | Arcane Recovery. Regain 1 expended Sorcery Point. If you don't yet have Sorcery Points or have no expended Sorcery Points, you instead gain Temporary Hit Points equal to your Sorcerer level + your Charisma modifier. |
| 14 | Chaotic Echo. The next Sorcerer cantrip you cast before the end of your next turn is cast a second time immediately after the first casting resolves. The echoed casting requires no action or components, can't have Metamagic applied to it, and can target the same or different eligible targets. |
| 15 | Resonant Casting. The next spell of level 1 or higher cast by a creature within 30 feet of the surge's center before the start of your next turn is affected by this surge. If the spell has an effect that improves when cast using a higher-level spell slot, apply the effect it would gain from being cast using a spell slot one level higher, to a maximum of level 9. The spell isn't otherwise treated as having been cast using a higher-level spell slot, and no additional spell slot is expended. If the spell has no effect that improves when cast using a higher-level slot, the surge has no additional effect on it. |
| 16 | Arcane Suppression. Until the start of your next turn, spell attack rolls made by creatures within 30 feet of the surge's center have Disadvantage, and creatures within that area have Advantage on saving throws against spells. |
| 17 | Spatial Scatter. Each creature within 10 feet of the surge's center teleports 10 feet in a random horizontal direction. Roll a d8 separately for each creature to determine one of eight evenly spaced directions around its space. If the destination can't be occupied, the creature appears in the nearest unoccupied space to that destination. |
| 18 | Arcane Potency. The next Sorcerer spell you cast before the end of your next turn that rolls damage or healing can treat one of those dice as though it had rolled its maximum value. A die maximized this way doesn't trigger Unstable Magic. |
| 19 | Reality Fracture. Each creature other than you within 15 feet of the surge's center must make a Charisma saving throw. On a failed save, a creature takes 2d6 Force damage, or half as much damage on a successful save. This damage increases by 1d6 when you reach Sorcerer levels 5 (3d6), 9 (4d6), 13 (5d6), and 17 (6d6). |
| 20 | Time Slip. You disappear from the battlefield until the start of your next turn. While absent, you don't occupy a space and can't be targeted by attacks, spells, or other effects. Effects already affecting you continue normally, and their durations continue to elapse. You can't take actions or Reactions while absent. At the start of your next turn, you reappear in the space you left or the nearest unoccupied space. This effect doesn't give you the Incapacitated condition and doesn't end your Concentration. |
Level 6: Twist Fate
You can impose small changes on probability before an outcome becomes certain.
When you or another creature you can see within 60 feet makes a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d6.
Add or subtract the number rolled from the D20 Test, your choice.
You can use this feature after seeing the d20 roll but before the outcome is determined.
After the triggering D20 Test is resolved, your Instability increases by 1.
Level 14: Shape the Surge
You have learned to exert greater control over the instability created by your magic.
You gain the following benefits.
Choose the Outcome
Whenever you roll on the Chaos Surge Table, roll twice and choose which result occurs.
Protect Others
When one of your Chaos Surges requires one or more creatures to make a saving throw, you can choose a number of affected creatures up to your Charisma modifier, with a minimum of one creature.
You can include yourself among the chosen creatures.
Each chosen creature automatically succeeds on its saving throw against the surge.
If a successful saving throw would normally cause a chosen creature to take half damage, it instead takes no damage.
Redirect the Surge
When one of your Chaos Surges creates an area centered on you, you can instead center that area on a point you can see within 30 feet of yourself.
That point becomes the surge's center.
If the area would normally move with you for its duration, the redirected area instead remains centered on the chosen point.
Level 18: Chaos Mastery
You can exert extraordinary control over the instability that once governed your magic.
You gain the following benefits.
Surge Immunity
When you trigger a Chaos Surge, you can choose for that surge to have no effect on you.
Greater Control
Whenever you roll on the Chaos Surge Table, roll three times and choose which result occurs.
This replaces the two rolls granted by Shape the Surge.
Rewrite Reality
Once per Long Rest, you can take a Bonus Action to deliberately trigger a Chaos Surge.
You don't make an Instability check.
Instead of rolling on the Chaos Surge Table, choose any result from the table.
Resolve the chosen result normally. You can apply your Shape the Surge benefits to it.
After the surge resolves, reduce your Instability as normal.