Chaos Sorcery
Some are born from bloodlines of power, others touched by distant planes or divine grace. You are born where reality itself frays, a living node of raw, unpredictable chaos.
You don't just wield the Weave; you embody the forces that warp and twist it, earning the fearful whisper of "Weavebreaker" among those who study the arcane. Your magic pulses with inherent instability, capable of moments of impossible power or devastating, reality-bending surges.
To choose this path is to walk a knife's edge – gaining the might to tear at the fabric of existence, knowing that with every fractured thread, reality trembles around you.
You are the beautiful, terrible scream between patterns, and the world waits to see if you will mend it, or shatter it.
Chaos Sorcerers
“There are threads meant to weave, and threads meant to be woven. But there are others… those that fray, tangle, and burn. They are chaos incarnate. They do not follow patterns — they are the scream between patterns. You do not teach them. You do not control them. You pray they never look too closely at the world… and wish.”
— Archmage Telessar of the Arcanthelion, before his disappearance.
Among scholars of the Arcanthelion and the sages of Nurathar, Chaos Sorcerers are whispered of as Weavebreakers — beings who do not merely draw on the Weave but distort it, sometimes bending it to their will, sometimes shredding it apart by accident or emotion.
Unlike other sorcerers, Chaos Sorcerers are not chosen by bloodlines or celestial alignments. They are born at cosmic crossroads — during eclipses when ley lines snarl, amid planar confluences, or after moments of impossible improbability. Some believe they are echoes of an ancient divine paradox, others that they are simply the Weave rebelling against its own perfection.
Mages fear them, clerics pray for their restraint, and warlords covet their power. But all agree on one thing: when a Chaos Sorcerer walks the world, reality itself watches — and trembles.
You embody the raw, unpredictable forces of chaos itself. Reality bends, cracks, and sometimes shatters around your presence. The Weave strains under your magic, granting you great power but threatening to unravel the world with every spell you cast.
Level 1: Chaos Sorcery Spells
You learn additional spells when you reach certain levels in this class, as shown on the Chaos Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells are always considered known for you while you have Sorcerer spell slots of the appropriate level.
Chaos Srocery Spells
| Sorcerer Level | Spells |
| 3 | Chaos Bolt, Mirror Image, Shield, Silvery Barbs, Vortex Warp |
| 5 | Counterspell, Slow |
| 7 | Confusion, Dimension Door |
| 9 | Dominate Person, Synaptic Static |
Level 1: Weave Fracture
Whenever you roll damage for a spell and roll the highest number possible on any of the dice, you may choose to tear reality. If you do, reroll one of those dice and add it to the total damage. You can use this feature once per turn.
Each time you choose to tear reality, increase your Tears in Reality (referred to as Tears from now on) count by 1.
Starting at 2nd level when you first acquire Sorcery Points, you can spend 1 sorcery point to prevent increasing your Tear count when it occurs. This applies whenever a feature causes your Tears count to increase, unless that feature states otherwise.
Level 1: Fate Fracture
You can fracture the weave of fate itself, twisting probability in your favor. Before you roll an attack roll, ability check, or saving throw, you can choose to gain advantage on that roll.
Once you use this feature, you can’t use it again until you finish a long rest.
Alternatively, you regain the use of this feature if you cast a sorcerer spell of 1st level or higher and increase your Tears by 2. The Tears gained by this alternative method cannot be prevented by spending a sorcery point.
Level 1: Chaotic Surge
Whenever you tear reality (thus increasng your Tear count), roll a d100. If the result is equal to or less than the number of Tears you currently have, a Chaotic Surge occurs.
When a Chaotic Surge occurs, all creatures within a 20-foot-radius sphere centered on you must make a Charisma saving throw (DC = your Sorcerer spell save DC). On a failed save, a creature takes force damage equal to the amount shown in the Chaotic Surge Damage table, or half as much damage on a successful one.
Chaotic Surge Damage Table:
| Sorcerer Level | Damage |
| 1–4 | 2d6 Force |
| 5–10 | 4d6 Force |
| 11–16 | 6d6 Force |
| 17–20 | 8d6 Force |
After a Chaotic Surge, roll a d1001 and add your current Tears divided by 2 (rounded down). The total determines the outcome on the Chaos Surge Table below.
After rolling on the table, reduce your Tears in Reality by an amount equal to your Charisma modifier (minimum of 1).
Levedl 6: Twist the Thread
You can twist the threads of reality and probability itself, subtly altering outcomes.
When you or a creature you can see makes an attack roll, saving throw, or ability check, you can use your reaction to roll a d6 and apply the number rolled as a bonus or penalty (your choice) to that roll. You can do so after the roll is made but before the GM determines the outcome.
Each time you use this feature, increase your Tears count by 1.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Level 14: Controlled Chaos
You’ve learned to master moments of instability.
When you finish a long rest, reduce your Tears count by 1.
Additionally, when rolling on the Chaos Surge Table, you may roll twice and choose which result to apply.
Level 18: Pure Chaos
Your bond with raw chaos makes you immune to the damage of your own Chaotic Surge.
In addition, when rolling on the Chaos Surge Table, you may roll three times and select the result.
Chaos Surge Table
When a Chaotic Surge occurs, roll a d100 and add your current Tears divided by 2 (rounded down) to the result. Consult the table below to determine the surge's effect. The effects are centered on you unless otherwise noted. Many effects last for 1 minute.
| Roll | Result |
| 1–25 | Subtle Imbalance: No immediate game effect occurs, but reality shivers. For the next hour, minor cosmetic anomalies occur within 30 feet of you (colors seem wrong, sounds are distorted, faint whispers are heard). The air smells like ozone and copper. Your magic feels slightly more volatile. |
| 26–35 | Gravitational Flux: For the next minute, the area within a 30-foot radius of you experiences shifting gravity. Objects lighter than 500 pounds not secured to the ground might float or be pulled in random directions (DM chooses). Creatures in the area feel lightheaded and disoriented; they have disadvantage on Dexterity saving throws. |
| 36–45 | Matter Transmutation: Choose one: Every non-magical object made entirely of metal within a 60-foot radius melts into liquid lead or every non-magical object made entirely of glass or crystal within a 60-foot radius shatters into fine dust. This does not affect objects being worn or carried unless they are unsecured. |
| 46–50 | Unstable Infusion: The next spell you cast within the next minute that deals damage automatically rolls maximum damage dice for its base damage. After casting that spell, roll immediately on this table again. |
| 51–55 | Temporal Stutter: For the next minute, time briefly stutters around you. You and each creature within 30 feet roll initiative. For the duration, you all act on initiative in reverse order (highest goes last). |
| 56–60 | Surge of Wild Forms: Each creature in a 30-foot radius must succeed on a Wisdom saving throw against your spell save DC or be polymorphed into a random harmless creature (DM chooses, e.g., a squirrel, sheep, or raven) for 1d4 rounds. The creature’s game statistics are replaced by the new form’s. |
| 61–65 | Chaos Resonance: For the next minute, spells cast within a 60-foot radius of you become erratic. Whenever a creature casts a spell in this area, the DM rolls a d6: 1-2, the spell targets a random creature or object within range (DM chooses); 3-4, the spell functions normally; 5-6, the spell's area of effect or range is doubled, or if it targets one creature, it gains advantage on the attack roll or the target has disadvantage on its saving throw against it. |
| 66–70 | Arcane Combustion: The next spell cast by any creature within 100 feet of you erupts violently. In addition to its normal effects, it causes a burst of energy. Each creature within a 20-foot radius of the spell's target or point of effect (DM chooses if ambiguous) must make a Dexterity saving throw against your spell save DC, taking 2d10 force damage on a failed save, or half as much on a success. |
| 71–75 | Unreality Chains: Spectral chains made of shifting energy lash out. Each creature within 30 feet of you must succeed on a Strength saving throw against your spell save DC or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| 76–80 | Cracks in the Weave: Fissures of pure, chaotic energy split the ground in a 60-foot radius centered on you. These cracks pulse with random planar energy. For the next minute, at the start of your turn, roll a d4: 1 (fire), 2 (cold), 3 (lightning), 4 (shadow). Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 4d6 damage of the rolled type on a failed save, or half as much on a success. |
| 81–85 | Twisted Logic: For the next minute, spells cast within a 60-foot radius of you have their fundamental properties inverted. Healing spells deal damage, damage spells heal (of the appropriate type). Enchantment spells might cause friendship instead of hostility. Teleportation magic targets a random location within range instead of the intended one. The DM interprets specific effects. |
| 86–90 | Cascading Anomaly: For the next 1d4 rounds, whenever you cast a spell of 1st level or higher, roll a d4. On a 1, 2, or 3, nothing unusual happens. On a 4, a second random spell of the same level, chosen by the DM or rolled from a limited table (such as your Chaos Magic Spells list for that level if applicable), also goes off from you. |
| 91–95 | Reality Glitch: The immediate area within a 60-foot radius glitches and warps. The ground momentarily shifts like liquid, colors strobe, and the air seems to split. Each creature in the area must succeed on a Wisdom saving throw against your spell save DC or suffer the effects of the confusion spell for 1 minute. |
| 96–100 | Localized Worldbreak: A localized surge of chaotic energy attempts to unravel reality in a 60-foot radius centered on you. Each creature in the area must succeed on a Constitution saving throw against your spell save DC or take 8d10 force damage and be incapacitated until the end of their next turn. On a success, they take half damage and are not incapacitated. Additionally, the area within the radius becomes a zone of Wild Magic for the next hour (DM rolls on a smaller, less dangerous Wild Magic table for subsequent spells cast within the area, if desired), and the immediate environment might bear a permanent minor scar (e.g., a small area of twisted ground, strange colors, or persistent faint sounds). |