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Dungeons & Dragons Roleplaying Secret Craft

DnD Secret Crafts Chaosologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of the Master of Chaos

aka Chaos Masters, Chaosologist, Chaoticians and Masters of Chaos

They are known as a Chaosologist in the library of the Great School of Magic in Glantri. They started out (and can still be found) as the Masters of Chaos, Chaoticians or Chaos Masters of the Five Shires and Ethengar. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

0e-gaz-08 Five Shires
0e-gaz-08 gaz8 – D&D BECMI Five Shires

This secret craft was developed by those who rely on luck and wit. These are abilities granted by the grace of the patrons mischief and trickery. Some of their secrets are best left unlearnt.

  • Activation Costs: 1 point per circle for Manifestation, Power and Downtime Activity unless otherwise specified.
  • Source Material: This secret craft was built from material gained from various editions of the game. Deep Magic – Chaos Magic (DM7), Encycloaedia Arcane – Chaos Magic (Wild Sorcery – MGP1003), Quintessential Chaos Mage (MGP4023).

List of Chaosologists

  • InitiateShoval – Paladin of Vengeance (Fri)
  • 1st Circle

Craft Magical Items – Chaosologist

Ranks of the Chaosologist

Chaosologist Initiate

To become an initiate, one must be part of either from the Five Shires, Ethengar, a descendant of elemental darkness or a follower of a trickster god.

Secret CraftChaosologist – Initiate

  • Craft Bonus = Proficiency + Dex + circle +2 (Hattians, Kerendans, Nuari and Thyatians)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (Hattians, Kerendans, Nuari and Thyatians).
  • Starting Language – Abyssal

Chaostologist Additional Crit Effects

  • Chaostologist Additional Craft Mishap: In addition to the base base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You age increases by the Critical Effect Modifier. You are unable to pronounce words correctly in Abyssal until you finish a long rest and have disadvantage on rolls using the language.
  • Chaostologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. You age decreases by the Critical Effect Modifier. Your grasp of the Abyssal language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Craft Traits:

  • Craft Skill: You gain proficiency with this secret craft and use Intelligence as your ability score.
  • Racial Bonus: Halflings and descendants from Darkness Genasi have a +2 to the craft skill.
  • Patron: A patron of the trickster gods or from the Sphere of Entropy.
  • Bonus Language: Abyssal
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. You can do this once at initiation or advancement of the craft gaining a spell within your capabilities. You may gain this option again during other secret craft downtime subject to Dungeon Master approval. A prepared caster gains them as spells to be learned in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.

Associated Classes:

  • Barbarian – Path of the Berserker (ph49)
  • Bard – College of Entropy (mhh33), College of the Jester (fkcc3)
  • Cleric – Halfling Pantheon
  • Druid – Circle of Shapeless and Primal Terror (fkcc6)
  • Monk – Way of the Drunken Master (xge33)
  • Paladin – Oath of Vengeance (ph87)
  • Rogue – Arcane Trickter (ph97)
  • Sorcerer – Wild Magic (ph103)
  • Warlock – Pact of the Black Woods (fkcc16)
  • Wizard – School of Entropy (mhh85)

Chaosologist Available Spell List:

  • Cantrip
  • 1st Level – Auspicious Warning (mhh150), Chaos Bolt (xge151), Ill-Fated Word (mhh175), Undermine Armour (mhh201)
  • 2nd Level – Bad Timing (mhh150), Chaotic Vitality (mhh157), Flame of Chaos (bls58), Frame (bls61), Frenzied Bolt (mhh169), Inverted Compass (bls77), Luck of the Saints (bls83), Shifting the Odds (mhh192), Timely Distraction (mwb435)
  • 3rd Level – Bad Luck (bls16), Calm of the Storm (mhh155), Chaos Bolt (bls29), Entropic Damage Field (mhh166), Surge Dampener – R (mhh196), Twisted Magic (bls119)
  • 4th Level – Bead of Luck (bls19), Chaotic Form (mhh156), Fluctuating Alignment (mhh168), Iron Core (bls78), Rainbow Spear (bls97), Wild Shield (mhh202)
  • 5th Level – Mass Surge Dampener – R (mhh182), Prismatic Ray (mhh186), Rainbow Staff (bls97)
  • 6th Level – Chaotic World (mhh157)
  • 7th Level – Crawling Chaos (bls36), Uncontrollable Transformation – R (mhh200)
  • 8th Level – Ebonflame (bls50), Maddening Darkness (xge160), Paragon of Chaos (mhh185)

* details still to come. (R) are ritual spells.

Chaosologist 1st Circle (Apprentice)
  • Attributes – Secret Crafts – Chaosologist – 1st Circle
    • Chaosologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an ever-changing light 5 ft radius. Your first attack after manifesting you treat a damage dice rolled of 2 or less as a 2. For each attack it works on, it works again after the same number of attacks have passed. Starts with 1st, then 3rd, then 7th, then 12th, 18th. If you take a short rest the number of attacks needed to work resets.
      • Chaos Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d6 randomised damage.
      • Chaos Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 randomised damage.
      • Chaos Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to a randomised damage type.
      • Chaos Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
      • Chaos Touch (Power SB 1 DC 16): as a free action you can choose the outcome of a randomised chaos roll.
    • Downtime Activities: require 1 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Apprentice of the Blackflame (SB 1): You can activate the apprentice power of your Clan’s Blackflame or another Clan’s Blackflame with a DC 16 craft check after also paying the activation cost.
      • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
      • Chaos Familiar or Companion (SB 1+): You can choose to infuse your animal companion or familiar with the power of chaos. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature it is merging with. This loss is permanent while you have the familiar or companion.
      • Chaos Mount (SB 1+) You can choose to infuse your mount with the power of chaos. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature it is merging with. This loss is permanent while you have the mount.
Chaosologist 2nd Circle (Journeyman)
Work in Progress
  • Attributes – Secret Crafts – Chaosologist – 2nd Circle
    • Chaosologist Journeyman (Enhancement SB 2 DC 18): As an action you can increase the light radius by 5 ft. Your affected attacks treat a damage dice rolled of 3 or less as a 3.
      • Chaos Denial (Power SB 2 DC 18): As a Reaction, you can cancel a spell being cast unless the caster can make a caster check against your craft dc.
      • Journeyman Chaos Fists (Enhancement SB 2 DC 18): As an action you can activate this power. Your natural attacks deal an extra 1d6 randomised damage. (stacks with other Chaos Fists)
    • Downtime Activities: require 1 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Journeyman of the Blackflame (SB 2): You can activate the journeyman power of your Clan’s Blackflame or another Clan’s Blackflame with a DC 16 craft check after also paying the activation cost.
Chaosologist 3rd Circle (Adept)
Work in Progress
  • Attributes – Secret Crafts – Chaosologist – 3rd Circle
    • Chaosologist Adept (Enhancement SB 3 DC 20): As an action you can increase the light radius by 5 ft. Your affected attacks treat a damage dice rolled of 4 or less as a 4.
    • Downtime Activities: require 3 or more points to activate and maintain. You do not require you to have the manifestation active to use.
Chaosologist 4th Circle (Master)
Work in Progress
  • Attributes – Secret Crafts – Chaosologist – 4th Circle
    • Chaosologist Master (Enhancement SB 4 DC 22): As an action you can increase the light radius by 5 ft. Your affected attacks treat a damage dice rolled of 5 or less as a 5.
    • Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
Chaosologist 5th Circle (Grand Master)
Work in Progress
  • Attributes – Secret Crafts – Chaosologist – 5th Circle
    • Chaosologist Grand Master (Enhancement SB 5 DC 24): As an action you can increase the light radius by 5 ft. Your affected attacks treat a damage dice rolled of 6 or less as a 6.
    • Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.

Secret Craft References

  • Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
  • Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
    • Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
    • Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
    • Crit Effect Modifier: This is 1 + circle ability level + character level.
      • So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.
      • A 4th level character with a 1st circle ability would have a modifier of 6.
      • A 12th level character with s 3rd circle ability would have a modifier of 16.
      • A 16th level character with a 4th circle ability would have a modifier of 21.
      • A 20th level character with a 5th circle ability would have a modifier of 25.
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
  • Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
  • Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
  • Enhancement – Lasts as long as the manifestation is active.
  • Power – Has a limited duration, but needs the manifestation active to use.
  • SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.

Content Update

  • 2021-08-04 – Updated the downtime sections.
  • 2021-07-21 – Added in section on Magical Items.
  • 2021-04-25 – Updated with extra content, but more work needs to be done to be complete.
  • 2021-03-30 – Cleaning up the craft for use.
  • 2020-06-22 – Clean up and addition of 2nd Circle.
  • 2020-03-28 – Structure.
  • 2020-03-06 – Changing the look and feel of secret crafts while updating the entry.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Airologist, Darkologist, Earthologist, Fireologist, Waterologist – Combining Craft – Elementologist

Necromancy Crafts: (6) Bloodologist, Devourologist, Graveologist, Reanimatologist, Shadeologist – Combining Craft – Necrologist (tba)

Racial Crafts: (17) Bureauologist, Celestologist, Chaosologist, Craftologist, Cryptologist, Dragonologist, Elvenologist, Entertainologist, Healologist, Mechologist, Mentologist, Musicologist, Naturologist, Protectologist, Sailologist, Spiritologist, Weaponologist

These secret crafts are at player request: (16) Alchemologist (tba), Chronologist (tba), Diplomatologist (tba), Divinologist (tba), Fiendologist (tba), Portologist (tba), Preservologist (tba), Radologist (tba), Shapeologist (tba), Skaldologist (tba), Skyologist (tba), Spyologist (tba), Starologist (tba), Voidologist (tba), Wagonologist (tba), Witchologist (tba)

D&D 5E in Mystara

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Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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