- “There is no great design or higher purpose. All is
happenstance.”
Prerequisite: Wizard
You appreciate the cosmos for what it is: a senseless
place where mad gods play, primordials cavort, and
wizards can make their mark. You understand that the
world and its echo planes are not the result of deliberate design but of uncounted eons of slow iteration.
In a universe where gods control the fate of souls,
weave the threads of destiny, and embody overarching principles, few find your philosophy reasonable.
Some might even think you mad. But you have no
illusions about ultimate meaning or purpose. If anything, your morality is purer: You perform acts of
goodness not because you follow a code or seek some
greater purpose, but because you choose to do so.
Weaver of Chance Path Features
Channel Entropy (11th level): You can store and
channel the entropic flux that surrounds you. This
barely controlled chaos is represented by a pool of
entropy points. Your pool has 0 entropy points at the
end of a short rest or an extended rest. Whenever you
roll a natural 20 on any d20 roll, you add 1 entropy
point to this pool. Whenever you roll a natural 1 on
any d20 roll, you subtract 1 entropy point from the
pool (to a minimum of 0).
Once per round, when you roll a d20 and dislike
the result, you can spend any number of entropy
points from your pool to gain a bonus to that roll of +1
per point spent. If you have spent entropy points since
the start of your turn, you cannot spend more until
the start of your next turn.
Entropic Action (11th level): When you spend
an action point to take an extra action, you can roll a
d6. If the roll is an even number, you add that many
entropy points to your pool and teleport that many
squares. If the roll is an odd number, you subtract
that many entropy points from your pool (to a minimum of 0) and teleport an enemy within 5 squares of
you that many squares.
Play the Odds (16th level): Once per encounter
as a free action, before you make an attack roll using
an arcane attack power, you can roll a d6 and add
the result to that attack roll. If the attack hits, it deals
2d6 extra damage and you add entropy points to your
pool equal to the d6 roll. If it misses, you take 2d6 +
your Intelligence modifier damage, and you subtract
entropy points from your pool equal to the d6 roll.
Weaver of Chance Spells
Entropic Reshuffling Weaver of Chance Attack 11
You distort probability with ripples of randomness that flow
through your enemies, causing them to behave unpredictably.
Encounter ✦ Arcane, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier damage. If you rolled an
even number on the attack roll, you slide the target 3
squares. If you rolled an odd number on the attack roll,
you push the target 3 squares.
Agency of Chance Weaver of Chance Utility 12
You are shrouded by the essence of chance, which distorts every
spell you cast.
Encounter ✦ Arcane
Minor Action Personal
Effect: Until the end of your next turn, you add 1 entropy
point to your pool whenever you roll a natural 10 or
higher on a d20, and you subtract 1 entropy point from
your pool whenever you roll a natural 9 or lower on a d20.
Random Spell Weaver of Chance Attack 20
You tap into the random forces of the cosmos to make something happen. What that might be, not even you know.
Daily ✦ Arcane, Implement; Varies
Minor Action Personal
Effect: You gain a single use of one of the following wizard
powers. Roll a d6 to determine the power from the list
below. Alternatively, you can spend 2 entropy points to
choose one of the powers on the list. You must use the
power before the end of the encounter, or it is lost.
1—Prismatic beams 4—Disintegrate
2—Acid wave 5—Evard’s black tentacles
3—Cloudkill 6—Prismatic spray