Sorcerous Origin: Chaos Magic
Y
our innate magic comes from the wild forces of
chaos that underlie the order of creation. You
might have endured exposure to some form of
raw magic, perhaps through a planar portal
leading to Limbo, the Elemental Planes, or the
mysterious Far Realm. Perhaps you were
blessed by a powerful fey creature or marked by
a demon. Or your magic could be a fluke of your birth, with no
apparent cause or reason. However it came to be, this
intemperate magic churns within you, waiting for any outlet.
Origins of Chaos Magic
Roll a d8 or select from the list, or design your own origin.
d8 Origin
Plane-touched. You had an encounter with a mysterious
1 archfey or other extraplanar being who granted you a
measure of its capricious power.
Arcane experiment. You were subject to
2 experimentation that intended to make you a vessel of
power. It did not go quite right.
Wild Magic. You were born or spent time in a zone of
wild magic, where arcane energies cause mutations in
3
the creatures that live there. You learned a bit of
control as a means of survival.
Ritual. It's a tale as old as time - cultists try to summon
their demonic master by sacrificing an infant, heroes
4
burst in at the last minute to stop them. The tales don't
always say what happens to the child afterward.
Sealing. You were once a powerful mage, dragon, or
other entity. Your essence, too powerful to destroy, was
5
trapped in this mortal shell in order to contain it. But
the seal is weakening...
Force of Will. You didn't have any innate talent for
magic, nor the skill to manipulate it. But damn, you
6
were stubborn. You drag the magic kicking and
screaming into the world.
Came back wrong. A cleric was passing through your
village when you were stillborn, and chose to channel
7
the power of his god through you. You live, but your
early experience beyond the grave has touched you.
Eighth Son of an Eighth Son. It's usually the seventh of
8
seventh that creates sorcerers, but things got weird.
Metamagic Options
The following are metamagic options available to any
sorcerer, but especially evocative of the chaos mage:
Manipulative Spell (1 sorcery point): allows you to
manipulate the spell’s energy. When you cast a spell that deals
acid, cold, fire, lightning, or thunder damage, you can
substitute that damage type for another one from that list.
Forceful Spell (2 sorcery points): increases the spell’s raw
force. If a spell you cast deals damage to one or more targets,
deal an additional 2d10 force damage to one of the spell’s
targets (your choice) this turn.
Art: SirTiefling
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Sorcerous Origin: Chaos Magic
Reckless Dweomer 3rd-Level Spells
Starting at 1st level when you choose this origin, you can 1. blink 6. stinking cloud (C)
attempt to cast a spell directly from raw magical energy. When
you use this ability, you use your action and choose one of the 2. erupting earth 7. thunder step
following options: 3. fireball 8. tidal wave
1. Roll d10 on the Reckless Dweomer table for cantrips and 4. frost spear** 9. vampiric touch (C)
cast the resulting spell as part of this action. 5. lightning bolt 10. double-cast
2. Expend a spell slot and roll d10 twice on the Reckless
Casting table for its level or lower, or on the 5th level table
if the slot is 6th level or higher. 4th-Level Spells
Pick the result you want to use and you can cast the 1. blight 6. polymorph (C)
resulting spell as part of this action. You temporarily add the
spell that you cast to your list of known spells, removing it 2. confusion (C) 7. stoneskin* (C)
when you finish a long rest or use Reckless Dweomer again. 3. black tentacles (C) 8. vitrolic sphere
If the spell you cast isn’t a sorcerer spell, it is nonetheless a
sorcerer spell for you when you cast it with this feature. You 4. greater invisibility (C) 9. wall of fire (C)
can use any available movement before casting the spell, you 5. ice storm 10. double-cast
can apply metamagic to the spell as usual, and it is cast at its
lowest level. 5th-Level Spells
On a double-cast, roll twice and cast both spells, but if you
roll a 10 on either die, you cast nothing, wasting your action 1. cloudkill (C) 6. hold monster (C)
but recovering the expended spell slot. You can hold
concentration on more than one spell when double-casting 2. cone of cold 7. mass cure wounds
both spells with this feature and you make a single check to 3. contagion 8. synaptic static
maintain concentration, losing both spells on a failure.
4. destructive wave 9. transmute rock
Reckless Cantrips 5. flame strike 10. double-cast
1. acid splash 6. shocking grasp
2. chaos ray** 7. sacred flame Twisted Fate
3. chill touch 8. thorn whip At 6th level, when a creature you can see makes an attack roll
or saving throw, you can use your reaction to spend 1 sorcery
4. fire bolt 9. toll the dead point to apply a bonus or penalty of 1d4 to the roll (your
5. ray of frost 10. double-cast choice). You can do so after the creature rolls, but before any
effects of the roll occur.
1st-Level Spells If that creature then makes an attack roll or saving throw
within one minute, it applies a bonus or penalty of 1d6 to the
1. burning hands 6. ice knife
roll. If you applied a penalty, it gains a bonus, and vice versa.
2. catapult 7. magic missile Power Overwhelming
3. chromatic orb 8. ray of sickness
At 14th level, you can channel stronger magic with ease,
4. cure wounds 9. thunderwave though your control remains tenuous.
5. guiding bolt 10. double-cast Whenever you roll on a Reckless Dweomer table for a spell
other than a cantrip, you can roll on the table that is one level
higher than the expended spell slot.
2nd-Level Spells
1. acid arrow 6. mirror image Tumultuous Prodigy
2. Aganazzar's scorcher 7. phantasmal force (C) At 18th level, you have attained a greater mastery of the chaos
within, reliably controlling multiple streams of magic.
3. aid 8. scorching ray When you use Reckless Dweomer, roll a d12 instead of a
4. blindness/deafness 9. shatter d10 and treat any roll of 10 or higher as a double-cast. Your
double-cast roll still uses a d10 to determine the risk of
5. enlarge/reduce (C) 10. double-cast casting nothing.
* When you cast stoneskin using Reckless Dweomer, the spell does not require material components.
** See below. Or substitute "poison spray" and "minute meteors (C)".
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Chaos Ray
About Chaos Magic Sorcerer Cantrip
Chaos Magic is a rework of the UA School of Invention as a Casting Time: 1 Action
Sorcerer Subclass, removing the arcane armor and making Range: 120 feet
some adjustments to fit the class within the Sorcerous Origin Components: V, S
framework and improve the balance of some of the Reckless Duration: Instantaneous
Spell Tables (notably, removing "trap" spells such as feign You hurl an undulating, warbling ray of chaotic energy at one
death and exchanging concentration spells for non- creature in range. Make a ranged spell attack. On a hit, the
concentration ones whenever possible). The Reckless tables target takes 2d4 damage. Choose one of the d4s. The number
are intended to be combat-heavy, allowing the spells known- rolled determines the ray's damage type:
starved sorcerer to focus on utility pickups for his normal
spellcasting.
I find that this class works especially well with the DMG 1. Fire 2. Cold 3. Lightning 4. Acid
variant Spellpoint Sorcerer, or any of the
Tweaked/Revised/Revisited variants available that merge If you roll the same number on both d4s, the ray splits from
Spellpoints and Sorcery Points. the target to a different creature of your choice within 30 feet
The spirit of the class is an improved "wild magic" with a of it, using the same attack roll. On a hit, that creature takes
little less Chaotic Stupid in the wild surge table. Instead, you half damage.
almost always get something you can use from Reckless At Higher Levels. This spell's damage increases by 1d8
casting. when you reach 5th level (1d8+2d4), and again at 11th level
In my opinion, Creative Casting steps on metamagic, just as (2d8+2d4), and 17th level (3d8+2d4).
when it was introduced in Lore Wizard. As such, I've included Frost Spear
it as an additional pair of metamagic options in this document
and created an alternative 6th level feature. 3rd level Evocation
The additional spells presented to the right are intended to Casting Time: 1 Action
fill some minor gaps, especially the lack of a 3rd level single- Range: 120 feet
target spell (and to eliminate another concentration spell from Components: V, S
the list). The cantrip is based on chromatic orb, and follows Duration: Instantaneous
the same mechanics with cantrip scaling instead. You create a spear of frozen ice and hurl it at an enemy;
make a ranged spell attack. On a hit, the target takes 24 (5d8)
Sorcerous Origin: Chaos Magic (v1.1) by /u/Rsquared bludgeoning damage and is knocked prone. Hit or miss, the
spear implodes, releasing a burst of localized frost that deals
10 (3d6) cold damage to the target.
At Higher Levels: When you cast this spell using a spell slot
of 3rd level or higher, the spell deals 1d8 more damage for
each level above 2nd.
Art: d-torres
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.