Skip to content

Chaotic Soul

At a glance

Item type
Other
Restrictions
Cannot be removed.

Effect

Before you make an action or reaction roll, you can channel the chaos within to manipulate reality and give yourself advantage on the roll. Once you do so, you must make a Spellcast roll or finish a Long Rest before you can use this feature again. If you make a Spellcast roll before you finish a Long Rest, roll on the Chaos Essence Surge table. Additionally, any time you roll with Fear on a Spellcast roll, roll a d20. On a result of 20, roll on the Chaos Essence Surge table.

About this item

Those born with a Chaotic Soul do not have the luxury of order and are destined for eternal instability. The magical essence channeled by these souls becomes augmented and wild, often possessing unforeseen properties – some beneficial, others less so.

Whenever you are asked to roll on the Chaos Essence Surge table, roll 2d12 and immediately resolve the effect based on the rolled value:

2: Until the scene ends, if you mark your last Hit Point, roll a d12. Your character stays on their feet and clears an amount of Hit Points or Stress equal to the value of the roll (divide the value between Hit Points and Stress however you’d prefer).

3: The next Spellcast roll you make until the scene ends critically succeeds.

4: You turn into a small mundane item of GM’s choice. Until the scene ends or you mark HP, you have the Restrained and Vulnerable conditions, and you are unable to take any actions or communicate.

5: You summon a friendly creature to your side until your next rest or the creature is targeted by an attack. You can communicate with them, make a Spellcast Roll to command them to perform simple tasks, and mark a Stress to see through their eyes. When you deal damage to an adversary within Melee range of the summoned creature, you add a d6 to your damage roll. Roll 1d4 to determine the creature: on a 1, it’s a Minor Chaos Elemental; on a 2, it’s a Green Ooze; on a 3, it’s a Minor Treant; on a 4, it’s a Minor Demon.

6: Until the scene ends or you take Major or greater damage, you become a Goat. While you are a Goat, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you receive the following benefits: you gain a +1 bonus to your Agility and a +3 bonus to your Evasion; you gain advantage on all action or reaction rolls related to leaping, sneaking, or sprinting; you can attack a target within Melee range using your Agility and deal 1d6 physical damage on a success; and when an attack roll against you would succeed, you can mark a Stress to roll a d4 and add the result to your Evasion against this attack.

7: Until the scene ends, you gain advantage on all Strength rolls and reduce the severity of physical damage you receive by one threshold (Severe to Major, Major to Minor, Minor to None).

8: You mark a Hit Point.

9: Until the scene ends, you can climb on walls and ceilings as easily as walking on the ground.

10: Until the scene ends, you can use a reaction to teleport to another point you can see within Far range. Additionally, when you roll with Fear, you are teleported to a random point of GM’s choice within the same range, no matter if you see it or not.

11: You have disadvantage on all Spellcast rolls until the scene ends.

12: Until the scene ends, you can fly. While flying, you can mark a Stress to pick up and carry another willing creature approximately your size or smaller.

13: You are subjected to an effect that lasts until the scene ends unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within Very Close range can hear; on a 2, you double in size, and you treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within Very Close range of you; on a 6, an eye appears on your forehead, granting you an advantage on all Instinct Rolls; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue.

14: You mark a Stress.

15: Up to three creatures of your choice within Far range take d12+5 magic damage using your Proficiency.

16: You cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it, and disappears after the scene ends.

17: You burst into a flash of bright light. All creatures within Close range become Vulnerable until the scene ends or they mark HP.

18: Until the scene ends, you clear a Hit Point every time you succeed on a Spellcast roll.

19: You disappear from reality until the scene ends. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

20: Until the scene ends, you become Invisible. While Invisible, you can’t be seen except through magical means, and attack rolls against you are made with disadvantage.

21: For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 physical damage, and is burning.

22: Roll 1d6: On a 1, you clear 1d4 Hit Points; on a 2, one ally of your choice within Very Far range clears 1d4 Hit Points; on a 3, you clear 1d4 Stress; on a 4, one ally of your choice within Very Far range clears 1d4 Stress; on a 5, you clear all Hit Points or Stress; on a 6, all the effects of row 13 affect you simultaneously.

23: A random creature within Far range becomes temporarily Restrained.

24: Until the scene ends, roll on this table every time you roll with Fear, ignoring this result on subsequent rolls.

Equipment

Chaotic Soul

Other

Cannot be removed.

Those born with a Chaotic Soul do not have the luxury of order and are destined for eternal instability.

Before you make an action or reaction roll, you can channel the chaos within to manipulate reality and give yourself advantage on the roll. Once you do so, you must make a Spellcast roll or finish a Long Rest before you can use this feature again. If you make a Spellcast roll before you finish a Long Rest, roll on the Chaos Essence Surge table. Additionally, any time you roll with Fear on a Spellcast roll, roll a d20. On a result of 20, roll on the Chaos Essence Surge table.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.