Call of Khaos
A Warlock patronage of the gods of Khaos, with a random gift each long rest, an attack-redirecting reaction, a burst of random damage, and a minute of random effects.
Identity
The Call of Khaos is the Warlock patronage of the gods of Khaos, who came out of a maddened dreaming as the counterweight to the Pantheon of Primus. A Primus deity keeps an office, and a Khaos god acts on appetite. No contract is signed. A Warlock calls, a Khaos god responds, and what it delivers varies each time, so Khaos Warlocks plan for a range of outcomes.
Features
- L3 Random Gift
At the end of each long rest, roll 1d6 to determine a gift from your patron, which lasts until your next long rest. 1: you have resistance to fire damage. 2: your walking speed increases by 10 feet. 3: you have advantage on Charisma checks. 4: you can cast Detect Magic at will without a spell slot. 5: you have darkvision out to 60 feet and advantage on Perception checks that rely on hearing. 6: roll twice and take both results, rerolling any further 6.
- L7 Redirect Attack
When a creature you can see within Medium range hits you with an attack, you can use your reaction to redirect it. The attacker makes a Charisma saving throw against your spell save DC. On a failure, the attack hits a creature of your choice within 5 feet of the attacker instead, using the same roll and damage. You can use this feature once per short rest.
- L11 Entropy Spike
As an action, you can call down a burst of your patron's power on a point you can see within Long range. Roll 1d4 for the damage type each time you use this feature: 1 is fire, 2 is lightning, 3 is necrotic, 4 is force. Each creature in a 20-foot-radius sphere centered on that point makes a Dexterity saving throw against your spell save DC, taking 6d6 damage of the rolled type on a failure and half as much on a success. You can use this feature once per short rest.
- L15 Unbound
You are immune to the Charmed and Paralyzed conditions and cannot be Restrained by nonmagical means. When an effect would move or teleport you against your will, you choose the destination instead, provided it is within the same distance and you can see it.
- L18 Chaos Form Capstone
Once per long rest, as an action, you can let your patron wear you for 1 minute. At the start of each of your turns, roll 1d6 to determine the effect for that turn. 1: you are Invisible and your speed doubles. 2: your attacks deal an extra 3d6 force damage. 3: you have a flying speed of 60 feet and can hover. 4: any creature that starts its turn within 10 feet of you takes 2d8 psychic damage. 5: you have resistance to all damage. 6: hostile creatures within 30 feet make a Wisdom saving throw against your spell save DC or are Frightened of you until the start of your next turn. When the minute ends, you gain one level of the Exhausted condition.