Otherworldy Patron: Morphic Entity Level Features 1st Chaotic Shift, Chaos Sphere, Chaos Orbs 6th Cast into the Abyss 10th Sphere of Oblivion 14th True Chaos

Morphic Entity

Your patron is an entity from Limbo, the plane of infinite chaos.

Chaotic Shift

At the 1st level, you gain the ability to cast a limited Plane Shift as an action without spell slots or components to a circle in Limbo, the location of which is determined by your specific patron, and shifting back immediately to a position within 60 feet of your original position. You may do this an amount of times equal to twice your CHA modifier.

Chaos Sphere

Upon your return, you bring back a small portion of Limbo’s Discord in the form of a Chaos Sphere. Everything within the sphere, discounting sentient entities, is ripped into 1d12 equal squares, each with an amplified gravitational strength that allows creatures to stand on them. These squares constantly twirl around the return point, which is the center of the radius. To move between squares, one must succeed on a DC 15 Acrobatics or Athletics check. All creatures within a 10 foot radius of your return, or start their turn within the Chaos Sphere, must make a DEX save. On a success, they take 1d8 damage and on a fail, they also fall prone. To determine the damage type, roll a d8, with the rules of Chaos Bolt applying. As a free action, you can either convert the Sphere into a Chaos Orb, or allow it to remain for 1d4 additional turns. If you choose to allow the Sphere to remain, it cannot be converted into an Orb.

Chaos Orbs

You can store Chaos Orbs, with a storage limit equal to your CHA modifier (minimum of 1). As a bonus action, you can covert Chaos Orbs into spells, consuming them. Stored Chaos Orbs disintegrate over a long rest. You can also convert extra orbs to increase spell levels, using on extra orb per spell level.

Chaos Orb Conversion List

Orb Cost Spell 1 Chaos Bolt 1 Gravity Pulse 1 Shield 2 Chaos Blast 3 Arcane Explosion

Cast Into the Abyss

At the 6th level, you can use Chaotic Shift on another creature. If the creature is unwilling, it must make a WIS saving throw, or take 1d8 psychic damage upon their return. It can only be transported 30 feet if you choose to transport them directly upwards.

Sphere of Oblivion

At the 10th level, your Chaos Sphere is improved. Your sphere grows to 30 feet in radius, and any allies within your Sphere have advantage on their DEX saves. The damage dealt to enemies who succeed on their saving throw increases to 2d8 damage, and the damage dealt enemies that fail their saving throw increases to 4d8.

True Chaos

At the 14th level, your Chaotic Shift distance increases to 120 feet, and any enemies within 10 feet of your return must make a WIS saving throw or take 3d6 psychic damage. You can also choose to bring allies, the maximum of which is equal to your CHA modifier. Cast into the Abyss’s pyshic damage increases to 4d8 on a failed save, and 2d8 on a successful one, and you can now transport an enemy 60 feet upwards, rather than 30.