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Chaos Commander

Chaos Commanders of Nurgal are unique beings who thrive in chaos, utilizing their powers to summon demons and disrupt order. They possess abilities such as casting 'summon monster' spells and the new spell 'Ensue Chaos', which affects lawful and chaotic creatures differently. Additionally, they can invoke Chaos Rolls and accumulate Chaos Points to trigger various chaotic effects, including damaging surges and confusion among allies and foes.

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Lucas Lanna
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0% found this document useful (0 votes)
7 views3 pages

Chaos Commander

Chaos Commanders of Nurgal are unique beings who thrive in chaos, utilizing their powers to summon demons and disrupt order. They possess abilities such as casting 'summon monster' spells and the new spell 'Ensue Chaos', which affects lawful and chaotic creatures differently. Additionally, they can invoke Chaos Rolls and accumulate Chaos Points to trigger various chaotic effects, including damaging surges and confusion among allies and foes.

Uploaded by

Lucas Lanna
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chaos Commander Abilities

Among the mad and the damned, there are those who rise not in spite of chaos, but because
of it. These rare souls are the Chaos Commanders of Nurgal, servants of the ancient solar
god turned ruinous force. His followers now harness the fragments of his divine will to sow
discord and unmake order wherever it dares to settle.

Chaos Commanders of Nurgal walk the line between seer and madman. Their voices echo
with forgotten star-songs, and their eyes glow with flickering starlight—the residue of solar
storms and broken timelines. They summon forth demons not as tools of conquest, but as
symbols of the universe's beautiful unraveling. In battle, they tear holes in reality with a word,
hurling foes into spasms of confusion or incinerating them in brilliant bursts of solar
madness.

Chaos Commander (Sp)

Starting at 1st level, a chaos commander can cast summon monster I as a spell-like ability
3 times per day + Charisma modifier.

●​ This ability is used as a standard action and provokes attacks of opportunity.​

●​ Creatures summoned this way remain for 1 minute per level instead of 1 round per
level.​

●​ Only demons can be summoned this way.​

At 3rd level, and every 2 levels after, this ability improves by one spell level (maxing out at
summon monster IX at 17th level).

New Spell: Ensue Chaos

School: Evocation [Chaos]​


Level: Sorcerer/Wizard 1, Cleric 1, Bard 1​
Casting Time: 1 standard action​
Components: V, S​
Range: Medium (100 ft. + 10 ft./level)​
Target: One creature​
Duration: Instantaneous; see text​
Saving Throw: Will partial​
Spell Resistance: Yes

Description:

You unleash a pulse of chaotic energy that disrupts the order of lawful beings.
●​ Lawful creatures take 1d6 damage + 1 per caster level (max +5).​

●​ Chaotic creatures gain a +1 luck bonus on attack rolls, skill checks, and saving
throws for 1 round.​

●​ Neutral creatures take no damage, but must make a Will save or be dazzled for 1
round.​

A chaos commander can cast Ensue Chaos 3/day + Charisma modifier.

Chaos Roll Mechanic

A Chaos Roll is a special mechanic for invoking the forces of chaos.

How it works:

1.​ Roll 2d20.​

2.​ Choose the result closest to 1 or 20.​

○​ If both are equally distant (e.g., 4 and 17), pick either.​

This chosen number is the Chaos Result.

Chaos Points and Surges

Each Chaos Roll can earn Chaos Points:

●​ Result is 1–5 or 16–20: Gain 1 Chaos Point​

●​ Exactly 1 or 20: Gain 2 Chaos Points​

●​ Exactly 13: Trigger a Chaos Surge immediately and reset your Chaos Points to 0​

●​ If Chaos Points reach 10: Trigger a Chaos Surge and reset your Chaos Points to 0​

●​ The Difficulty Class for a saving throw against a chaos surge effect is 25 + 2x the
burned chaos points.
d10 Chaos Surge

1 – Backfire Surge You take 10d6 untyped damage (ignores resistances and
DR) and are blinded for 1d4 rounds. No save.

2 – Mass Confusion All creatures within 60 ft must make a Will save (DC = 15 +
Cha mod) or be confused for 1d3 rounds. You are
automatically confused for 1 round.

3 – Sudden Implosion Objects in 20 ft (weapons, gear, etc.) fly toward you. Take 1d6
damage per item (max 10d6). No save.

4 – Nurgal’s Ire You lose access to magic for 1 minute. –4 penalty on saves
vs. lawful effects during this time.

5 – Solar Overload You emit blinding solar flare. Allies in 60 ft must make a Fort
save or be blinded and sickened for 1 round.

6 – Echo of a Broken Your last action is undone and reversed—damage heals,


Timeline spells backfire, movement reverses. No save.

7 – Unleashed Mutation Roll 1d4:


1 – Lose 1d4 Strength
2 – Gain a useless extra limb (–2 attacks 1 hour)
3 – –4 on Charisma checks for 1 day
4 – Gain fire vulnerability for 1 hour

8 – Sundered Trust Allies within 30 ft make a Will save or become frightened of


you for 1 round.

9 – Temporal Stagger You lose your next full round. You cannot act, speak, or
react.

10 – Solar Brand You unleash a true solar flare. All creatures in 60 ft take 10d6
Burnout fire and untyped damage, and must save or be blinded,
confused. You pass out and awaken 1 minute later with 1 HP,
your Chaos Points reset to 0.

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