D20 Chaos One-Shots are a chance to try out the best characters against ridiculous odds. Every month the gauntlet is laid down to players to make a Level 20 build to group up and take on epic trials and god-like evil creatures. So are you up to the challenge?
Each themed event lasts over a week, with multiple sessions for different parties to face the challenge. In the weeks leading up to it, each player can sign up for a single upcoming session, but in the final days, players can opt to play in multiple sessions to fill in any gaps in the other parties.
At my tables, we run two different styles of table play to try and appease all players and what they like to experience for their fantasy enjoyment. The first style is Chaos Escape which focuses on the three pillars of dungeons and dragons, which we all have come to play from time to time. Those pillars are combat, role-playing, and exploration (challenges vary from low-combat puzzle/sneaky problems to high-combat arena clashes and Boss battles). The second style is Chaos Towers, based around one of the main pillars of dungeons and dragons: combat. (Attack or Defences style, but high-combat all the way).
Rules are changed each month to keep things interesting. Still, they expect level 20 with a range of powerful items (always wanted to try that particular Legendary?). Create your character sheet in D&D Beyond using the campaign link supplied in the discord Rules channel.
Basic Rules
- Standard Array or Point Buy only (no rolling for stats)
- HP is Fixed Formula (no rolling for HP)
- No Homebrew or Unearthed Arcana except what I provide for the specific theme.
- Players start with any mundane equipment they can carry on their person or in a backpack.
- Any gold you receive from your class or background cannot be used to purchase anything.
- Players start with the 6 Magic Items (can be Consumable items or single-use temporary effects).
- You have one of each costly component needed to cast spells that use them. Please keep track of the resource when you expend it upon casting the spell. If you want to see a list of all the spells with costly components so you can manage your resources, check out the link below.
- Players will be given 24 hours of downtime for the expense of spell preparations.
- Players will be given one healing potion.
Lineage (Races) & Ancestry (Sub-Races)
- All Official Lineages are approved for use except any now marked as Legacy.
- Tasha’s Cauldron Customize your Origin features are approved for usage.
- Check out the link below if you want a list of all the playable Lineages approved for the table.
Classes & Origins (Sub-Classes)
- All Official Classes & Origins are approved for use, including Critical Role.
- Tasha’s Cauldron Optional Class features are approved.
- Cleric Class
- If Divine intervention is being used to cast a spell. You are limited to Cleric spells only.
- Druid Class
- Wild shape Beast options are restricted to Monster Manual Only.
- You are limited to 6 Beast forms for the event (This is only because of keeping table preparations simple and easy).
- Check out the link below if you want a list of all the playable Classes & Origins approved for the table.
Backgrounds
- Players will be asked to make a custom background with the following Features & Traits.
- Name: Master Background (You may rename this to your liking)
- Choose two skills: Your character gains proficiency in them.
- Choose one tool: Your character gains proficiency with that set of tools.
- Choose one language: Your character knows that language.
- Free Feat: Choose one feat from the list below.
Feats
- All Official feats are allowed.
- You can’t take the same-named Feat more than once (e.g., Resilient)
- Master Boons, Epic, and Chaos Feats can be taken instead of the normal ASI feats.
- Players are Limited to the maximum of 1 Master Boon & 1 Epic Feat for the table.
- Check out the links below if you want a list of all the Homebrew Feats approved for the table.
Spells
- All Official spells are allowed, except for:
- The following spells have been modified to keep the game fast and fun:
- Counterspell: DC is 15 + spells level.
- Dispel Magic: DC is 15 + spells level.
- Spike Growth: Can do a maximum of 20d4 to a target per turn.
- Conjure Animals: You may summon up to a CR 8 Beast, and each summon option is limited to 1 creature regardless of the chosen CR level.
- Guidance: The spell can not be used for initiative for combat.
- Shapechange: Players are limited to one form for the event.
- No spell effects can be active at the start of the game – anything cast during the downtime will have expired unless it has an indefinite duration (“until dispelled”)
Magic Items
- All Official Magic Items are allowed, except for:
- Any Magic item listed and provided on D&D Beyond is allowed for usage. If you know of an item from a particular modular that is not on the list of magic items shown on the website for some reason. That item is not available for use.
- The following Magic Items have been modified to keep the game fast and fun:
Blackstaff: The Master of Enchantment feature DC has been increased to 20 + spell level
Spell Gems: Require the spell’s standard casting time when the gem is used (Acts as a reusable scroll).
Dragon Masks: Can only heal from damage dealt by a hostile creature (No friendly fire or terrain damage)
Akmon, Hammer of Purphoros: Removes the granted condition immunity for exhaustion.
Nether Scroll of Azumar: The Item’s DC has been increased from 25 to 30.
Mizzium Apparatus: Can no longer be taken if you have chosen to multiclass. You can only reap the benefits if you are a single-class character.
Mizzium Armor: Critical Immunity feature has been removed
Spell Scrolls: Are limited to your character’s available spell slots.
Vorpal Sword: We have changed the mechanic from beheading creatures to rolling from the Lingering Injury table alongside additional 6d8 slashing damage.
Tables | Injury Effect |
1 | Lose an Eye. You have a disadvantage on Wisdom (Perception) checks that rely on sight and ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. You’re blinded if you have no eyes left after sustaining this injury. |
2 | Lose an Arm or a Hand. You can no longer hold anything with two hands and only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
3 | Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have a disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. |
4 | Limp. Your speed on foot is reduced by 5 feet. You must make a DC 15 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. |
5-7 | Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn. The injury heals if you receive magical healing or spend ten days doing nothing but resting. |
8-10 | Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 13. |
11-13 | Horrible Scar. You are disfigured to the extent that the wound can’t be easily concealed. You have a disadvantage on Charisma (Persuasion) checks and an advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as the heal spell and regenerate spell, removes the scar. |
14-16 | Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit points maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check every 24 hours. After ten successes, the wound heals. |
17-20 | Minor Scar. The scar doesn’t have any adverse effects. Magical healing of 6th level or higher, such as the heal spell and regenerate spell, removes the scar. |
- Cannot attune to or benefit from more than one magic item of the same name (+1/+2 count as the same)
- Any Item attuned to a creature under your control (Familiars, Companions, etc.) counts against your character’s standard attuned items limit.
Homebrew
- Each month I create and provide a wide variety of homebrew content to add to a player’s epic fantasy experience. This content is approved for use during the event. If you want to see a list of the content available, click the link below.
House Rules
Please be mindful of other players and don’t use strategies that will significantly limit them being able to participate or having fun. To keep the game running as quickly and smoothly as possible, the following extra rules apply to our level 20 games:
- Drinking a Healing Potion can be either an Action or a Bonus Action. Healing Potions do not require the player to roll and instead recover for the max output of the rarity of the potion.
- Creatures who are immune to the Exhaustion Condition. No longer will receive this immunity.
- Players who are reduced to 0 HP will receive a maximum of 1 level of exhaustion and must roll from the Lingering Injury Table.
- Players may have a maximum of 1 Bonus token under their control on the board.
- Players can’t use Mythic or Legendary Actions from a creature’s stat block (Legendary Resistances are ok)
- Magic items are permanently absorbed into a Shape changed or Wildshaped form unless the new form is the same size class and has the same body part (e.g., hand/head) as your original form.
Dark Souls is Back!
Players who wish to take extra measures to create a harder playstyle can sign up for this added modifier for the tables. Listed below are the rules given when you choose to use this modifier.
Players will receive the following random changes to their character sheets. You then may choose which random option you would like to use for your character. (EX 1 Set of stats, 1 Lineage, and 1 Class)
- 3 sets of ability scores (4d6 Drop the Lowest)
- 3 Lineages (Race) and their Ancestry (Sub-Race) if available.
- 3 Classes and their Origins (Sub-Classes)
- Any other rules provided will follow along with the rest of the participants.