Chaotically Charged (5e Feat)

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Chaotically Charged[edit]

Prerequisites: The ability to cast spells
Your sheer magical power is chaotic and hard to control. You have 6 charges that are regained whenever you make a long rest. You can expend a charge to do either of the following:

  • When a creature succeeds a saving throw vs a spell you cast this round, you can force it to reroll and take the new result. You must roll on the Magical Mishap table.
  • You can cast a spell as if it were one spell slot higher. You must roll on the Magical Mishap table.

Whenever you cast a spell, roll a d20. If the result of the roll is equal to or lower than the number of charges you've spent, or is a 1, roll on the Magical Mishap table.

Feel free to consult your GM for adding new magical mishaps to the table.

The GM should interpret the result on the table in a way that would lead to the most Fun.

Magical Mishaps
1 The spell you cast targets you instead.
2 The spell's effect becomes an illusion with no effect beyond any visuals it has.
3 A backlash of magic causes your hair to stand up on end, and permanently change to a random color.
4 The damage of the spell becomes a random damage type other than the damage it would normally deal, if applicable.
5 The spell fails to cast. You do not consume a spell slot.
6 Any effect or damage the spell has is halved, if applicable.
7 Charged lightning flies from your location, forcing you to make a ranged spell attacks against 3 random targets within 30 ft for 1d6 lightning damage each.
8 You are randomly affected by either enlarge/reduce for 1 minute.
9 After the spell's effect takes place, you swap locations with the target if it's a creature.
10 You and the target are knocked prone.
11 You forget all languages you know for 1 minute.
12 All spells you cast force you to roll on the Magical Mishap table for 1 minute.
13 The creature affected by the spell must make a Strength saving throw or be launched backwards 20 feet.
14 You gain a flight speed of 30 ft for 1 minute, or your existing flight speed is increased by 15 ft.
15 One of your lowest level available spell slots is consumed, but the spell you cast is treated as being cast one spell level higher.
16 The spell's area doubles in all dimensions, if applicable.
17 You gain 10 temporary hit points that last for 1 minute.
18 You are affected by the invisibility spell for 1 minute.
19 The spell's effect and damage is doubled, if applicable.
20 The spell you cast does not consume a spell slot

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