Professional Documents
Culture Documents
Child of Chaos Prestige WIPv0.2
Child of Chaos Prestige WIPv0.2
1
Path of Chaos Gifts of Chaos
The child of chaos has not gained any ability or boon in a Your experience as an agent amongst the Children of Chaos
fashion similar to another adventurer. Instead, they submit and your intuitiveness with their gifts has given you the
themselves to a trial known as the Path of Chaos. This takes ability to modify them to your will.
the form of a pilgrimage to their deity, a ritual performed You learn a ritual that allows you to bond the effects of two
while adventuring, or simply a crippling vision that thrusts similar artifacts into one. You perform the ritual over 2 hours,
upon them change. which can be done during a long rest. You choose one
Roll a D6 and consult the following table for the results. dominant artifact, which will gain the effects and properties of
the secondary artifact. The artifacts must be within your
Roll Path of Chaos (1D6) reach throughout the ritual, at the conclusion of which your
1 Chaos Mutation (2) deity may grant you the bonding you seek or perhaps offer
Roll two times on the Mutation table you something you did not want. If the bonding is successful,
2 Chaos Mutation (1) & Chaos Artifact (1) any effects, properties, or bonuses of the secondary artifact
Roll once each on the Mutation and Artifact tables are added to the bonuses of the dominant artifact. This effect
3 Statistic Increase (1) & Chaos Mutation (1) lasts for 24 hours, at which point the items separate and
Roll once on the Statistic Increase table and once regain their identities.
on the Mutation table Roll on the following table to determine if the bonding is
4 Statistic Increase (2) successful.
Roll twice on the Statistic Increase table
5 Chaos Artifact (2) Roll Gifts of Chaos Table (1D4)
Roll twice on the Artifact table 1 The artifacts fracture and sunder, revealing within
6 Chaos Artifact (1) & Statistic Increase (1) a new gift. Roll twice on the Artifact table and
Roll once on the Artifact table and once on the gain those artifacts in place of the ones used in
Statistic Increase table this ritual.
2 Clouds gather and the sky splits in twain, but
Increases made to your ability scores made through the nothing happens to your artifacts.
Path of Chaos feature can raise your ability score above the 3-4 Success! The gods of chaos have favored you and
limit of 20. bonded your artifacts together.
2
Fangs
Mutations Your teeth lengthen and sharpen to fine points. You can use
Some mutations are cumulative, meaning that you can gain these fangs as a melee weapon. They deal 1d6 + Strength
the mutation more than once. Other have the visible tag, modifier piercing damage. On a successful hit, you can
meaning it is a visible mutation or change that may have an attempt to grapple the target as part of the bite using the
effect on how others view and interact with you. standard grappling rules. This does not require you to use
To find out which mutation you receive, roll 1D20 and your hands.
consult the following table. You gain the corresponding This mutation may not be gained more than once. If it is
mutation as listed at the end of this document. rolled again, re-roll on the Mutation table.
3
Insubstantial (Visible) Teleport
As the boons of chaos grow within you, your form begins to Once per long rest, you’ve gained the ability to move through
become slightly blurred and misty. the domain of chaos. Instead of a move action, you can
Attacks made against you with non-magical weapons are instead opt to teleport to any spot that you can see within
made with disadvantage. 100 feet. This action does not provoke opportunity attacks.
Any attack roll again you that results in a natural 1 causes If you gain this mutation again, you can perform this action
you to slip into the Ethereal plane until the start of your next an additional time per long rest for each instance of this
turn. mutation.
This mutation may not be gained more than once. If it is
rolled again, re-roll on the Mutation table.
Regeneration
Your body tenaciously clings to life, recovering and mending
Hunchback (visible) the most heinous of wounds. As a reaction after taking
The warping of your body has left you twisted and in a damage, you can regain 1d4 hit points.
crooked shape, with a noticeable hump on your back. Your If you gain this mutation again, you instead regain 1d6 hit
movement speed is reduced by 5 feet. points. This healing increases to 1d8, 1d10, and 1d12 if you
This mutation may not be gained more than once. If it is gain further instances of this mutation. Once you have gained
rolled again, re-roll on the Mutation table. this mutation five times. If it is rolled again, re-roll on the
Mutation table.
Levitation
You can cast the spell fly on yourself, ignoring any material
components once per long rest.
This mutation may not be gained more than once. If it is
rolled again, re-roll on the Mutation table.
Arcane Knowledge
Your mind becomes inundated with arcane secrets. On the
first round of combat after rolling initiative, roll a D6 to see
what affect the knowledge has on you.
Roll of 1 or 2. You become completely overwhelmed by the
knowledge. You drop whatever items you may be holding in
your hands, and fall to your knees. You are paralyzed until
the start of your next turn.
Roll of 3 to 6. Your knowledge becomes focused. Roll 1d6
and add the result to your initiative. On your next turn, you
take the Cast a Spell action if able, and must cast a random
3rd level spell from the Wizard spell list.
This mutation may not be gained more than once. If it is
rolled again, re-roll on the Mutation table.
Vampiric Tendency
You become overwhelmed with a thirst for blood. As a bonus
action, you can make an unarmed bite attack against a
creature within 5 feet. This attack deals 1d10 + Strength
modifier piercing damage, and you regain hit points equal to
the damage deal by the attack.
You must perform this action at least once every 24 hours,
or else suffer one level of exhaustion.
This mutation may not be gained more than once. If it is
rolled again, re-roll on the Mutation table.
4
Spell Eater Blade
Chaos Artifacts The blade is plain and dull, only bursting into a blaze of light
Whenever you gain an artifact, roll 1D20 and consult the when magic is cast in its vicinity
following table to see what the artifact is. This longsword allows its wielder to negate the effects of a
All chaos artifacts are unique, and require proficiency in single spell cast against him by spending his reaction to do
chaos artifacts to wield competently. As they represent your so.
devotion and the reward for embracing chaos, it is unlikely Once this feature has been used, the blade becomes a
that you should ever want to part with them. magical longsword that shimmers in the presence of magic
until the next dawn, when it regains its strength.
Roll Artifact Table (1D20)
1 Helm of Sorcery
2 Black Hood
Collar of Deflection
3 Ring of Desolation This collar is filled with magical intelligence, anticipating the
4 Axe of Hellstone movements of its opponents as though it had a mind of its
5 Spell Eater Blade own
6 Collar of Deflection Any attacks of opportunity made against a creature wearing
7 Blade of Disenchantment this collar are made at disadvantage.
8 Glittering Shield
9 Crown of Immunity Blade of Disenchantment
10 Skull Amulet of Health This blade is ancient beyond telling and its edge is cracked
11 Lashing Blade and broken. In battle, it crackles with barely contained
12 Parrying Blade energies, smiting down the foes of its wielder
13 Warhammer of Terror This greatsword is designed to destroy the effect of magic.
14 Axe of Fatigue Any creature struck by it who is concentrating on a spell must
15 Blade of Draining make their concentration saving throw at disadvantage.
16 Armor of Fortitude
17 Shield of the Void
18 Death Helm Glittering Shield
19 Hell Blade This shield shines with such lustre that any opponents are
20 Armor of Regeneration hard pressed to see who they are attacking
This shield gives an additional +1 AC against melee attacks
to its wielder. Its surface is perpetually polished to a mirror
Artifact Descriptions finish and cannot tarnish.
5
Parrying Blade Death Helm
A shimmering haze surrounds this weapon and the wielder is This helmet is made of the bleached skull of some huge
protected by glowing bands of power horned beast; granting its wearer a most fearsome
This rapier grants its wielder a defensive bonus in combat. appearance. Although the beast is long dead, some of its
While wielding the parrying blade, if a creature hits you with a power is bound forever to the helm by chaotic sorcery
melee attack you can use your reaction to add your This helmet grants its wearer +1 to attack rolls made with
proficiency bonus to your AC for that attack, potentially melee weapons.
causing the attack to miss you. If the wearer of this helmet uses his action to dash, they can
make a bonus action attack with a melee weapon against a
creature. If the wielder has moved at least 10 feet in a
Warhammer of Terror straight line towards the target of this bonus action, that
This weapon shrieks as if in heinous torment as it cuts the air,
attack deals an additional 5 bludgeoning damage.
a soulless wailing of the damned
This warhammer can inflict the frightened status on
creatures it strikes. Any creature hit with the warhammer of Hell Blade
terror must succeed a Charisma saving throw equal to 10 + Chittering and infernal whispering emanate from this hellish
its wielder’s proficiency bonus or become frightened by the weapon, forged from the pure stuff of chaos
weapon While wielding this longsword, its wielder gains an
Any creature affected by this fear can make the saving additional action on each of its turns. That action can only be
throw again at the end of any of their turns, and the effect used to take the Attack (one weapon attack only) action.
ends automatically if they can no longer see and hear the
weapon.
Armor of Regeneration
Axe of Fatigue This armor subtly throbs and thrums with the power of the
A dull throbbing fills the air around this weapon suggesting void. It contains an echo of the life energies of all its victims
great power about to be unleashed While wearing this breastplate, its wearer regains 1d10 hit
This handaxe has the potential to inflict exhaustion on its points while taking a short rest, whether they spend hit dice
targets. When rolling damage, if at least one of the weapon’s or not. This effect ceases to function if the wearer is at zero
damage die turn up its maximum roll, the target suffers a hit points.
single level of exhaustion.
Blade of Draining
This dark red blade looks as if it has been made from
coagulated blood, and thrums as it cuts the air
Once per round, its wielder can drain the life of his victim
with this longsword. After successfully hitting a creature
with an attack made with this weapon, its wielder can expend
a hit die to recover life equal to the damage dealt. This ability
cannot be used against inanimate creatures, Constructs, or
Undead.
Armor of Fortitude
This armor is jet black in color and seems to absorb light as
its wearer strides through the dungeon
This armor is a breastplate with a +1 bonus, and grants its
wearer resistance to radiant and necrotic damage.