Chaos Bolt 5e

Before the Second Sundering, the spell worked by shooting out from the sorcerer’s hand towards the top of an enemy within 50 feet (15 meters), filling the target’s mind with wracking pain during a telepathic attack. Enhanced and fueled by a sorcerer’s charisma like virtually all sorcerer spells, chaos bolt grew in potency because the sorcerer casting it grew more powerful. no matter its exact effects, this version of chaos bolt was instantly recastable.

The post-Second Sundering version had an increased range of 120 feet (37 meters) and dealt with damage of hit or miss type, which might be acid, cold, fire, force, lightning, poison, psychic, or thunder.

Chaos Bolt 5e

Contents

Chaos Bolt 5e

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Sorcerer

Both versions of the bolt, powered by the wild magic of sorcerers, had unpredictable effects. It could simply injure the intended target or it could attack and strike another target within 25 feet (7.6 meters) to 30 feet (9.1 meters) of the first. If this happened, it had been possible that it might strike yet one more target within an equivalent range.

Chaos bolt was a spell utilized by sorcerers, most frequently chaos sorcerers, that shot a blast of chaotic, multicolored light that dealt damage of hit or miss type to its target.

You tap the realm of chaos and release a bolt of chaotic energy that deals 1d6 points of injury per caster level (maximum 10d6) to your target. A lawful-aligned creature receives a –4 penalty on its saving throw. A chaotic-aligned creature receives a +4 bonus on its saving throw. The bolt begins at your fingertips.

There was a recent UA that provided some new cantrips and 1st level spells. One of the cooler ones IMO was Chaos Bolt. It provided a neat new mechanic. All the high until the top, when suddenly it fizzled out. Normally the spell deal 2d8 damage die. Most spells deal more of an equivalent sort of damage die when casting at higher levels, except Chaos Bolt, which gains 1d6 per spell level. Now I understand their reasoning. It allows you to differentiate the d8s for choosing the damage type and also places limits on the jump to a new target when two of an equivalent number are rolled. But I feel they ought to have just gone with it! That possibility to leap to a replacement target is that the better part about the spell, and that I think pumping it with a better level slot should make that more likely. So I tweaked the spell a touch as follows. I’d appreciate your thoughts.

Chaos Bolt

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one among the d8s. the number it rolled determines the sort of harm, as shown below.

d8 – DamageType

1 – Acid

2 – Cold

3 – Fire

4 – Force

5 – Lightning

6 – Poison

7 – Psychic

8 – Thunder

If you roll an equivalent number on both d8s, the chaotic energy leaps from the target to a special creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a replacement damage roll, which could cause the chaotic energy to leap again.

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