Vessel Chaos Division
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Edition 3.5e - - Name Chaos Division of Vessel Magic Summary The Chaos Division focuses on the manipulation of chaotic energies, unpredictability, and the power of entropy. Practitioners gain various abilities that allow them to bend reality, unleash chaotic spells, and thrive in disorder.
Ranks 10 Description The Chaos Division is a specialized path within Vessel Magic, dedicated to the exploration and mastery of chaotic forces. Each level in Devout Vessel beyond the first grants one rank in the Chaos Division, up to a maximum of 10 ranks. Additional ranks can also be acquired through special feats or training related to chaos magic.
Abilities and Ranks[edit]
- Rank 1:
- First-Level Ability: You may use one first-level ability from the Chaos Division.
- Rank 2:
- First-Level Abilities: You may use two first-level abilities from the Chaos Division. - Second-Level Ability: You may use one second-level ability from the Chaos Division.
- Rank 3:
- First-Level Abilities: You may use three first-level abilities from the Chaos Division. - Second-Level Abilities: You may use two second-level abilities from the Chaos Division. - Third-Level Ability: You may use one third-level ability from the Chaos Division.
This pattern continues up to Rank 10, with the following abilities:
You can switch what abilities you’re using at the start of each day or with 1 hour of concentration.
Upcasting and Downcasting[edit]
You can upcast and downcast abilities that allow it. For example, if you have three first-level abilities, you may choose to have one ability available for three uses or distribute them among three different abilities for one use each.
You may also, for example, use a second-rank ability and turn it into two first-rank abilities.
(your uses refresh every short rest via if you use all your uses in every ability and then take a short rest you get all of said uses back)
Progression and Special Features[edit]
- The Chaos Division grants additional abilities at each rank, focusing on chaotic spells, reality manipulation, and other entropy-related magic. - The abilities grow in power and complexity as you advance through the ranks.
1st Rank Abilities[edit]
- Chaotic Bolt
You can unleash a chaotic bolt of energy at a target within range. This attack deals 1d8 damage of a random damage type (fire, cold, lightning, acid, or poison). On a hit, the target must make a saving throw. On a failure, they are also affected by a random secondary effect: either becoming disoriented (disadvantage on their next attack roll) or experiencing a brief surge of chaotic energy (gaining temporary HP equal to your spellcasting ability modifier).
- Entropic Shield
You can create a shield of chaotic energy that absorbs damage. For the next minute, you gain resistance to one damage type of your choice (chosen when you activate the ability). Whenever you take damage from that type, the shield explodes in chaotic energy, dealing 1d6 damage of a random damage type to all adjacent creatures.
- Reality Warp
You can manipulate a small area of space around you, creating a zone of chaos that lasts for one minute. Choose a 10-foot radius area within range. Creatures entering or starting their turn in this area must make a saving throw. On a failure, they become confused, randomly determining whether they will move closer to you, move away from you, or take an action that may harm themselves. (Every Turn Anything is within 10 Feet Of You They Take 1d10 of A Random Damage Type)
- Chaos Infusion
You can infuse a weapon or object with chaotic energy. For one minute, the next attack made with the infused weapon deals an extra 1d4 damage of a random type. Additionally, if the attack roll is a natural 1, the infused chaos will cause the weapon to explode in a chaotic burst, dealing 1d6 damage to the wielder and all creatures within 10 feet.
2nd Rank Abilities[edit]
- Chaotic Shield: A swirling vortex of vibrant colors encircles you or an ally, shifting unpredictably. This chaotic energy absorbs impacts, creating a barrier that grants Immunity to a specific type of damage. As the shield dissipates, it releases a burst of sparkles, leaving behind a momentary shimmer in the air Last 1 Hour.
- Convergence of Chaos: You summon a vibrant explosion of chaotic energy in a targeted area, filling it with swirling colors and erratic bursts of light. Creatures caught within this chaotic maelstrom must make a saving throw to maintain their footing. Those who fail are knocked prone, disoriented by the energy, and take minor damage as the chaos crashes around them. The aftermath leaves the area crackling with residual energy, hinting at the unpredictable forces that have just been unleashed.
Unstable Surge: You create a surge of chaotic energy that erupts from your hands and lashes out at a target within 30 feet. The target must make a Dexterity saving throw (Dc 15 Plus Your Will Save). On a failed save, they take 4d10 force damage and are pushed 10 feet back as the energy explodes outward. On a successful save, they take half damage and remain in place. The chaotic force leaves behind a lingering aura of instability in the area for one minute, causing any creature that enters it to make a Dexterity saving throw or take an additional 2d6 force damage as they are buffeted by the chaotic energy.
3rd Rank Abilities[edit]
- Reality Twist: You warp the very fabric of reality around a target, causing them to experience bizarre alterations in their surroundings. Choose one creature within 60 feet. The target must succeed on a Wisdom saving throw (DC 15 plus your Chaos Ranking and your Will Save) or suffer one of the following effects for 1 minute (your choice at the time of casting):
- Fluctuating Gravity: The target feels as if gravity has shifted, causing them to fall prone if they move more than 5 feet during their turn. - Visual Distortion: The target’s vision is distorted, imposing disadvantage on all attack rolls and saving throws. - Sound Alteration: The target hears everything in reverse for the duration, giving them disadvantage on Wisdom (Perception) checks. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success.
- Chaotic Rebirth: You cause a target creature within 30 feet to temporarily flicker between different realities. The target must make a Constitution saving throw. On a failed save, they take 4d6 psychic damage and are forced to roll on the following table to determine an unexpected outcome:
- 1: The target's limbs temporarily turn into tendrils, imposing disadvantage on attack rolls for 1 round. - 2: The target's form briefly splits, creating an illusory duplicate that distracts opponents, granting disadvantage on the next attack against the original target. - 3: The target gains temporary chaotic energy, adding an extra 1d6 to their next damage roll. - 4: The target's reality warps, and they become immune to the next source of damage they would take.
- Eldritch Convergence: You summon a swirling vortex of chaotic energy at a point within 30 feet. All creatures within a 15-foot radius must make a Dexterity saving throw (DC 15 plus your Chaos Ranking and your Will Save). On a failed save, they take 3d8 force damage and are pulled 10 feet toward the center of the vortex. On a successful save, they take half damage and are not pulled. For the next minute, the vortex persists, creating an area of unpredictable energy. At the start of each creature's turn within this area, they must roll a d6 and suffer the corresponding effect:
- 1: They take 1d6 force damage. - 2: Their movement speed is halved until the start of their next turn. - 3: They are blinded until the start of their next turn. - 4: They gain an additional 10 feet of movement until the start of their next turn. - 5: They gain resistance to one damage type of their choice until the start of their next turn. - 6: They gain a random bonus of your choice for one round.
- Whimsical Manifestation: You tap into the chaotic energies of the universe, allowing you to summon a bizarre and unpredictable effect. Choose one of the following effects, which last for 1 minute:
- Randomized Terrain: You create a 20-foot-radius area of bizarre terrain that can include features like sticky floors, bouncing bubbles, or rolling hills. Creatures within the area must make a Dexterity saving throw (DC 15 plus your Chaos Ranking and your Will Save) or become hindered, making their movement cost double. - Odd Companions: You summon a group of three illusory creatures (your choice of type, such as a dog, cat, or other whimsical creature) that follow you around. They can distract opponents, granting you advantage on your next attack roll, but have no physical presence and cannot take damage. - Inverted Powers: For the duration, your spells and abilities can have their effects inverted. For example, a healing spell might damage instead, or a damage-dealing spell might heal instead.
4th Rank Abilities[edit]
- Chaos Clone: You create five illusory duplicates of yourself, each possessing the same abilities and powers as you. These clones have 1/10th of your health, AC, and other stats. You have full control over these clones, allowing them to act on your turn. You can choose to have them mimic your actions or take their own actions, but they cannot perform any abilities that require higher than 1st rank chaos skills. The clones last for 1 minute or until they are destroyed.
- Echoed Attack: You can copy an attack you have witnessed, whether it be a spell, melee strike, or ranged attack. Choose one target within range and roll a d20. On a roll of 1-10, the attack fails and has no effect. On a roll of 11-15, the attack is performed but with a -2 penalty to its effectiveness (damage, range, etc.). On a roll of 16-20, the attack succeeds as normal, using your statistics. The attack resolves immediately after you roll, and the copied attack cannot exceed your highest rank in chaos abilities.
- Phantom Step: You gain the ability to fade in and out of existence, rendering yourself incorporeal. For 1 minute, you negate all damage from attacks and effects, as you momentarily slip out of reality. While in this state, you cannot perform any actions or be targeted directly. You can choose to return to your physical form at any time, but doing so ends the effect.
- Chimeric Transformation: You can transform your body into a race you have observed before, adopting their physical characteristics and appearance. However, you do not understand the biology of this new form, imposing a -3 penalty to all rolls made while in this state. You cannot choose which race you become, and the transformation lasts for 1 minute. During this time, you gain any racial traits of the chosen form, but do not gain their abilities or powers.
- Whirling Chaos: You unleash a swirling vortex of chaotic energy around yourself in a 30-foot radius. All creatures within this area must make a Dexterity saving throw (DC 15 plus your Chaos Ranking and your Will Save). On a failed save, they take 5d6 force damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. For the next minute, the area becomes unstable, causing all creatures (including you) to have disadvantage on saving throws against being knocked prone or moved against their will.
5th Rank Abilities[edit]
- Masterpiece Creation: You can create a perfect copy of an item or object you have seen before, including weapons, armor, tools, or magical items. The rarity, power, and size of the object determine the difficulty of the creation process. Upon creating the item, you take 5 additional damage, subject to the DM’s discretion based on the item’s properties. The item lasts until you dismiss it as a bonus action.
- Attribute Exchange: You can swap your ability modifiers with any other modifiers you possess. For example, if you have a 16 in Charisma and a 9 in Intelligence, you can exchange those values. This effect lasts for as long as you desire, but each swap takes 1 minute to execute. The change affects all relevant checks, saving throws, and calculations for the duration of the effect.
- Quantum Leap: You momentarily step outside the bounds of space and time, allowing you to teleport up to 120 feet to an unoccupied space you can see. However, this teleportation is chaotic; roll a d6 when you use this ability. On a roll of 1, you teleport to a random location within 60 feet of your intended destination. On a roll of 2-5, you arrive as expected, and on a roll of 6, you can choose the location within range. After teleporting, you become invisible until the start of your next turn.
- Fleeting Fantasies: You create an ephemeral object or creature of your imagination that exists for 1 minute. This can be anything from a fantastical weapon, a whimsical creature, or a bizarre environmental feature. The object can be used to aid you or your allies, providing a temporary bonus (determined by the DM) or creating a distraction. The object cannot deal damage, but its effects can be useful in various situations, limited only by your creativity.
6th Rank Abilities[edit]
- Chaotic Resilience: Your connection to chaos grants you resistance to one damage type of your choice (such as fire, cold, lightning, or psychic). Additionally, when you take damage from that type, you regain a number of hit points equal to your Chaos Ranking at the start of your next turn.
- Unpredictable Aura: Your presence is a source of chaos, causing creatures within 10 feet of you to feel unsettled. Any creature that starts its turn within this range must make a Wisdom saving throw (DC 15 plus your Chaos Ranking and your Will Save). On a failed save, they have disadvantage on their attack rolls and ability checks until the start of their next turn.
- Warped Reflexes: You gain a bonus to your initiative rolls equal to your Chaos Ranking. Additionally, when a creature targets you with an attack, you can use your reaction to impose disadvantage on that attack. If the attack misses, you gain a bonus to your next attack roll equal to the amount you exceeded their roll by.
- Reality Anchoring: Your connection to the chaotic energies of the universe allows you to stabilize moments of extreme chaos. you can choose to negate the effects of a critical hit or a spell that would impose a debilitating condition on you (such as paralysis or fear). Instead, you can roll a d6 and regain that many hit points as the chaotic energy reverts the effect.
7th Rank Abilities[edit]
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- Reality Bender: Within a range of 120 feet, you can manipulate the very fabric of reality itself for a brief moment. Choose one of the following effects to occur in an area of your choice:
- Material Transformation: Change the material of objects, such as turning wood into stone or stone into metal. - Temporal Shift: Alter the time period of an object, making it appear as if it belongs to a different era (e.g., a futuristic gadget appearing as a simple stone). - Aging Control: Accelerate or reverse the aging of living creatures or objects, affecting their physical condition or maturity. - Environmental Change: Alter the air within the area to create extreme conditions (e.g., filling the area with fog, creating a vacuum, or generating a small gust of wind). The chosen effect lasts for 1 minute, and the exact strength and nature of the alteration is determined by the DM.
- Immunity to Adversity: You can temporarily become immune to the first three damage types you are hit with for that day. This effect lasts for 24 hours, providing you with a shield against a variety of attacks and allowing you to strategize against your opponents more effectively.
- Spatial Swap: You can swap places with any creature within the same plane of existence. This ability functions as a reaction and can be used to escape danger or reposition strategically. The swap occurs instantaneously, and both you and the target must be willing participants, or the target must make a successful Charisma saving throw (DC 15 plus your Chaos Ranking and your Will Save) to resist the effect.
- Negation of Effects: Choose one specific creature or being that you can see within 60 feet. For 1 minute, all effects that would normally apply to you from that creature (including spells, abilities, and harmful effects) are negated. During this time, you are immune to damage and conditions imposed by that creature, allowing you to counter their tactics and plan your next move apon a failed save (DC 20 plus your Chaos Ranking and your Will Save) they will negate the negation ability but the ability they used will only be half as effective
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8th Rank Abilities[edit]
Personal Plane of Chaos: You can create a unique 300 by 300-foot plane of existence that is tailored to your desires and whims. Within this plane, you have the power to manipulate its properties and effects at the DM's discretion. The following features apply:
You can define the terrain, environment, and physical laws within the plane, allowing for anything from a serene landscape to a chaotic battleground filled with unpredictable phenomena.
you regenerate health equal to double your Chaos Rank and have damage reduction equal to double your Chaos Rank.
You can teleport willing creatures to this plane or summon them back to your previous location as a free action. To facilitate this, you create a portal that is 30 feet wide plus your size, allowing for easy transportation in and out of the plane. However, if you are attacked during the teleport, this ability is negated.
Additionally, you can forcefully teleport creatures to this plane with a DC of 15 plus your Chaos Rank plus your Will Save. You can teleport up to 5 creatures at once. You can only use this ability once per hour; if you teleport to this plane, you must wait an hour to teleport out, and vice versa.
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- Chaos Infusion: You can infuse an ally’s attack with chaotic energy. Choose one creature within 60 feet; their next attack gains an additional 2d10 damage of a random damage type (determined by rolling a d6: 1=fire, 2=ice, 3=lightning, 4=poison, 5=psychic, 6=force). The ally must roll a d20 and compare it to their original attack roll. If the result is higher, the attack has an unpredictable effect determined by the DM, such as creating a small area of chaotic energy that has a random effect on hit.
- Echo of the Past: You can tap into the memories of your past actions, briefly allowing you to repeat one significant action from the previous turn. Choose an action you took in your last turn (spell, attack, or ability). You can perform that same action again, rolling for effects and damage as if it were a new action. This ability lasts for one turn, and you cannot use this ability on an action that has already been used in this turn.
9th Rank Abilities[edit]
- Fate's Flux: You invoke the forces of fate, causing reality itself to shift in unpredictable ways for all creatures within 60 feet. Each creature must make a Wisdom saving throw (DC 17 plus your Chaos Ranking and Will Save). On a failed save, they are affected by one of the following random effects (roll a d4):
- 1: They are teleported to a random unoccupied space within 30 feet. - 2: Their attacks automatically hit for the next round, but they take 2d10 force damage after every hit. - 3: They gain advantage on all rolls for 1 minute but are stunned at the end of it for 1 round. - 4: They gain disadvantage on all rolls for 1 minute, but their movement speed is doubled.
- Reality Collapse: You create a 50-foot-radius zone within 100 feet where the laws of physics break down for 1 minute. All creatures inside this zone take 2d8 psychic damage at the start of their turn and must make a Dexterity saving throw or be knocked prone. Inside the zone, gravity fluctuates, colors shift, and sounds echo strangely. Attack rolls and saving throws are made with disadvantage, and any attempt to teleport or plane shift fails.
- Chaotic Clone Army: You create 20 chaotic clones of yourself. Each clone has one-tenth of your stats (AC, HP, attack rolls, etc.) but retains all your abilities and spells. They are under your control and act on your turn. However, each clone's attacks and actions are randomized each turn (roll a d4):
- 1: The clone attempts to attack, but deals damage to itself instead. - 2: The clone successfully attacks a random target. - 3: The clone casts a random spell (even if it isn't one you know). - 4: The clone acts normally as per your command.
- Wild Surge Storm: You unleash a storm of chaotic magic in a 60-foot-radius area for 1 minute. At the start of each creature's turn within the area, roll on a Wild Magic table (1d100) to determine a random magical effect. Effects can range from harmless (flowers blooming) to destructive (fireball centered on the target). The chaotic magic storm cannot be dispelled and moves with you as you move.
- Reverse Polarity: You invert all magical and physical effects in a 100-foot-radius area for 1 minute. Healing spells deal damage, fire burns cold, poison becomes a temporary buff, and beneficial effects become harmful. All spells and attacks in this area are subject to reversal at the DM’s discretion, creating an environment where nothing behaves as it should.
- Temporal Roulette: You manipulate time for all creatures within 60 feet. Each creature must make a Constitution saving throw (DC 17 plus your Chaos Ranking and Will Save). On a failed save, they experience one of the following random effects (roll a d4):
- 1: They lose their next turn as they are frozen in time. - 2: They repeat their last turn exactly as it happened, including all rolls and outcomes. - 3: They skip forward in time, immediately gaining an extra turn. - 4: They age or de-age 1d10 years (this has no mechanical effect unless the DM decides otherwise).
- Reality Mirror: You create a mirror dimension where everything is reversed for 1 minute. All spells and abilities used within a 60-foot radius of you have their effects mirrored (e.g., an attack intended to harm will heal instead). The mirror dimension overlaps with the real world, causing objects and terrain to behave in opposite ways (water flows upward, fire freezes, etc.). Each turn, you can choose one action to mirror directly, allowing you to manipulate the environment for your benefit.
- Pandemonium Call: You summon a chaotic rift that draws upon the energies of Pandemonium, a plane of madness. For 1 minute, all creatures within 100 feet must make a Wisdom saving throw (DC 18 plus your Chaos Ranking and Will Save) at the start of each of their turns. On a failed save, they succumb to madness, rolling on the short-term madness table. In addition, spells and attacks have a 50% chance of being redirected to random targets (Coin Flip). The rift cannot be closed until the effect ends.
- Anarchy's Blessing: For 1 minute, you and up to three allies gain the blessings of chaos itself. Each creature affected can choose one of the following benefits:
- Immune to all status effects for the duration. - Automatic success on all saving throws but disadvantage on all attack rolls. - Resistance to all damage types, but disadvantage on ability checks. - Gain an extra action each turn, but at the end of the minute, take 2d10 psychic damage.
10th Rank Abilities[edit]
- Chaotic Carnival of Reality: You summon a chaotic, carnival-like alternate dimension around you, distorting the very laws of existence for 1 minute. Within a 200-foot radius, everything becomes unpredictable and nonsensical. Each creature (except you) must make a Charisma saving throw (DC 20 plus your Chaos Ranking and your Will Save). On a failed save, they are affected by one of the following random carnival effects each round (roll a d6):
- 1: All objects around the target turn into balloons, causing all weapon attacks to deal 1 damage for the round. - 2: The ground becomes bouncy, doubling movement speed but imposing disadvantage on attack rolls. - 3: Random pies (that deal 3d10 force damage) are flung at all creatures, forcing Dexterity saving throws to avoid them. - 4: The target starts hearing carnival music, causing confusion (as per the confusion spell). - 5: The target is temporarily turned into a clown version of themselves, reducing their AC by 3 for one round. - 6: The target gains a random bonus (e.g., a speed boost, strength enhancement, or temporary invincibility) for one round.
You are immune to the carnival's effects and can freely manipulate the environment as part of your action each turn, such as changing the terrain, summoning chaotic creatures, or altering gravity.
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- Jester's Dance of Anarchy: You channel the spirit of pure chaos, transforming into a trickster jester-like being for 1 minute. During this time, you gain the following benefits:
- Random Teleportation: At the start of each of your turns, you teleport to a random unoccupied space within 100 feet (you control the general direction, but the location is random). - Unpredictable Attacks: When you attack, your weapon morphs randomly each turn, dealing a different damage type (roll a d6: 1=fire, 2=ice, 3=lightning, 4=force, 5=psychic, 6=radiant). - Reality Bend Defense: All attacks against you have a 50% chance of simply missing as reality bends around you, redirecting the attack into the ether. - Laugh of Madness: As a bonus action, you can let out a chaotic laugh that forces all enemies within 60 feet to make a Wisdom saving throw (DC 20 plus your Chaos Ranking and your Will Save). On a failed save, they are stunned for 1 round, and on a successful save, they have disadvantage on their next attack roll.
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- Toon Force Unleashed: For 1 minute, you gain the absurd reality-defying powers of a cartoon character. During this time, you can perform impossible feats, ignoring the laws of physics. You gain the following effects:
- Injury Immunity: You cannot take damage in the traditional sense. Any time you would take damage, instead, you visually comically deform (e.g., getting flattened, stretched, or having stars appear around your head), but you suffer no actual harm. At the end of the minute, you regain full hit points. - Ridiculous Actions: You can pull oversized or impossible objects from "off-screen" to use as weapons, such as an anvil (deals 4d12 bludgeoning), a comically large mallet (deals 3d10 force damage), or even a tornado in a box (knocks all creatures in a 30-foot radius prone). - Instant Recovery: Any conditions you suffer (such as prone, stunned, etc.) last only 1 round, and you can immediately recover from them in cartoonish fashion (e.g., shaking your head to dispel confusion, leaping back up after being flattened, etc.). - Stretch and Snap: You can stretch your body or limbs up to 100 feet, ignoring the normal limitations of your form, and return to normal instantly after. This ability allows for unconventional movement, attacks, and interactions with the environment. However At The End Of The Ability (1 Minute) You Take 10d10 Force Damage And Pass Out For 1 Hour.
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- Cosmic Chaos Symphony: You create a cosmic concert of pure chaos that lasts for 1 minute. During this time, you control the rhythm of reality itself, causing the following effects in a 300-foot-radius area:
- All creatures (except you) must make a Charisma saving throw (DC 20 plus your Chaos Ranking and your Will Save) at the start of each of their turns. On a failed save, they are forced to "dance" to your chaotic symphony, randomly moving in a direction of your choice for the round and performing wild actions such as flailing or spinning (causing disadvantage on attacks and ability checks). - You can change the tempo of the symphony as an action, speeding up or slowing down time for all creatures within the area. You can choose to grant all creatures either extra actions or restrict them to only half their normal actions for 1 round. - Every third round, a massive "finale" strikes all creatures within range, dealing 8d10 force damage and knocking them prone unless they succeed on a Dexterity saving throw (DC 20). - Objects and terrain within the area are subject to wild transformations, turning into surreal, animated forms (such as a forest of musical instruments or clouds shaped like notes), and can be manipulated by you as a free action.