Mark of Chaos

Mark of Chaos

Shadows bearing the Mark of Chaos specialize in trickery and versatility. Their mark grants them powers akin to those found in forgotten beasts and fiends of chaos. It is often scarred or burned into their flesh, and is a symbol of ruin and disorder. The Myst within is tainted and corrupt.

Dissonance Within

At Level 1, your inner well is twisted by chaotic forces.

Spells that you cast at creatures that you are hidden from gain a +2 bonus to their Spell DC.

Spells you cast that apply a condition gain a +1 bonus to their Spell DC.

Spells and Attacks that deal Chaos damage gain a +1 bonus to their Spell DC and Accuracy.

You can utilize your connection to chaos to harry your enemies. For 2 AP, you can place a hidden Curse upon a creature that you can see within 30 feet. When the creature attempts to cast a spell or make an attack while within range, you can expend your Reaction to expel the curse, causing the DC of the spell to be reduced by 2, or the result of the dice on the attack roll to be reduced by up to 3. If the target critically fails the attack as a result of your curse, you may cause the attack to hit a different creature, either in the same direction of the attack, or within 5 feet of the original target, or within 5 feet of the attacker. You can use this ability a number of times equal to your Occult bonus per Rest, minimum 1.

Dread Siphon

At Level 5, when you successfully kill a creature with Killing Blow, you gain a chaotic infusion of power. For 30 seconds, you gain additional Chaos damage equal to the Level of the creature killed added to your attacks.

Corrupted Flesh

At Level 9, when you successfully kill a creature with Killing Blow, you can curse their dying flesh, turning their own myst against them, and creating an undead minion to serve you. For 1 minute, they are returned to life, and act as your Minion. They gain the Undead creature type. When the duration ends, they cease being your Minion, and die.

Undead created by this ability cannot cast spells with an attunement requirement higher than 15.

This ability cannot target Huge or larger creatures.

You cannot use this ability on creatures with a Level higher than yours.

You can only have one Minion created by this ability at a time. If you create another Undead Minion with this ability, your previous minion dies and ceases to be your Minion.

Additionally, you can expend a Reaction to teleport and swap positions with a Minion under your control, leaving behind a fine, bloody mist. You can use this ability a number of times equal to your Occult bonus per Rest, minimum 1.

Touch of Ruin

At Level 13, for 2 AP, you can touch a creature, and give them the Ruined condition until the start of your next turn.

Maladjusted

At Level 17, you adapt to the twisting forces around you, bending the magic itself into forms you can make use of.

Up to twice per round, when you fail a saving throw against a spell or magical effect, or you are hit by a spell attack, you gain a +1 bonus to saving throws against magic and a +1 bonus to your AC for 1 minute. This ability stacks.

If a creature is magically healed and regains vitality while you are within 5 feet of them, you heal for half of the amount they did.

If you are within 5 feet of a creature that gets enchanted, you can expend your Reaction, or 2 AP, to also receive that enchantment.