Chaos Knight (5e Class)
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Chaos knights are servants of dark powers. They are bonded to a sentient weapon called a chaotic weapon, which grants them magical powers and great prowess in combat.
Death and destruction
A lone knight stands before a burning village, having killed every man, woman and child in the village alone. Chaos knights are the epitome of death, sparing no one from their fate and bringing nothing but death and destruction to all in their path.
Creating a Chaos Knight
- Quick Build
You can make a chaos knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier background.
As a Chaos Knight you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Torture tools
Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Perception, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- your chaotic weapon
- (a) chain mail or (b) scale mail
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a priest's pack or (b) an explorer's pack
|2nd||+2||Anarchic Defense, Chaotic Release||1d6|
|3rd||+2||Path of Doom, Reality Warp||1d6|
|4th||+2||Ability Score Improvement||1d6|
|6th||+3||Path of Doom Feature||1d8|
|8th||+3||Ability Score Improvement||1d8|
|9th||+4||Bend Reality, Tides of Chaos||1d8|
|10th||+4||Path of Doom Feature||1d8|
|12th||+4||Ability Score Improvement||1d10|
|13th||+5||Tides of Chaos (2)||1d10|
|14th||+5||Path of Doom Feature||1d10|
|16th||+5||Ability Score Improvement||1d10|
|17th||+6||Tides of Chaos (3)||1d12|
|19th||+6||Ability Score Improvement||1d12|
Starting at 1st level, you can channel the power of primordial chaos, using its power. You gain a pool of chaos dice equal to your proficiency bonus, that recharges whenever you finish a short or a long rest.
Whenever you make an attack roll, ability check or saving throw, you can spend one die from the pool and add to the result, changing the outcome as you manipulate the forces of chaos to alter reality.
You can also spend any amount of chaos dice you have when you hit a creature with an attack roll, to cause additional damage equal tot he number rolled on the dice. Your chaos die is a d6, but it increases in size as you gain levels in this class: becomes a d8 at 5th level, a d10 at 11th level and a d12 at 17th level.
You must roll one chaos die to determine the damage type. The damage type depends on the number rolled on the die, according to the table below:
|Chaos Die Result||Damage Type|
Starting at 2nd level, you can manipulate the forces of chaos to protect you from harm. Whenever you take damage, you can use your reaction to reduce the damage taken by a roll of your Chaos Die + your Charisma modifier. Doing so don't spend the die.
Also at 2nd level, you can unleash a chaotic blast of destruction using your Action. You must spend a number of Chaos Dice up to your proficiency bonus and roll it. All creatures in a 30-foot line must succeed on a Dexterity saving throw, or take damage equal to the number rolled on the dice, or half as much on a success.
Roll another die to determine the damage type.
At 3rd level, you can use your bonus action to shift between places on the material plane, being able to teleport to an unoccupied place you can see within a distance equal to your movement speed. Doing so reduces your movement speed by the distance teleported.
You can't use this feature if you have no Chaos Dice left, but using this feature doesn't cost any die.
At 3rd level, you choose a path which you follow to spread death and destruction. Your choice of doom grants you features at 3rd level and again at 7th, 15th, and 20th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Starting at 9th level, you can bend the reality and change the outcome of an event of your choice. Whenever you or a creature you can see make an ability check, attack roll or saving throw, you can spend 1 Chaos Die as a reaction adding or reducing the number rolled from the result of the check (your choice).
Tides of Chaos
Starting at 9th level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Alternatively, you can use this feature as a reaction whenever a creature you can see within 60 feet have advantage or disadvantage on an attack roll, ability check or saving throw to transform the advantage on disadvantage and vice versa.
You gain one additional use of this feature at 13th level and another one at 17th level. You also regain a spent use of this feature after rolling a 20 on an attack roll or saving throw.
At 11th level, whenever you hit a creature with a weapon attack, you cause additional damage equal to your Chaos Die. Roll on the table to determine the damage type.
At 15th level, whenever you roll initiative and have no Chaos Die left, you regain 1 Chaos Die.
In addition, whenever you roll on the Chaos Damage Type table, you can roll two dice and choose either result when determining the damage type.
The Harbinger's doom is focused on spreading fear.
- Emissary of Terror
Starting at 1st level, you gain proficiency in Intimidation, and can add twice your proficiency bonus in checks with it.
In addition, you are immune to the frightened condition, and have resistance to psychic damage.
- Striking Fear
At 1st level, you can control the chaos you release to awaken the deepest fears residing inside a creature. Whenever you would have to roll on your Chaos Damage Type table, you can choose to deal psychic damage, instead of rolling.
In addition, whenever you spend Chaos Die to cause psychic damage, the target must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can make another saving throw at the end of each of its turns to end the effect.
- Dreadful Presence
At 6th level, you can forgo one of your Attacks made as part of an attack action to force any creature of your choice able to see you within 30 feet to make a Wisdom saving throw, or become frightened for 1 minute. The creature can make another saving throw at the end of each of its turns to end the effect.
After using this feature, you can't use it again until you finish a long rest, unless you spend 1 chaos die to do so again.
- Paralyzing Fear
At 10th level, when you use your Dreadful Presence, you can choose one creature who fail the save and spend 1 chaos die. That creature becomes immobilized by fear, being paralyzed until the end of its next turn.
The Ravager's doom is focused on reckless, savage damage-dealing.
- Revel in Carnage
Whenever you spend Chaos Dice to increase dealt against a creature, you cause the maximum damage for the die, instead of rolling.
You can also choose to roll the additional damage. If you do so, you gain temporary hit points equal to the additional damage dealt.
Finally, you can choose to deal additional fire damage, instead of rolling on the table. You can choose necrotic damage at 11th level.
- Armor of Chaos
At 6th level, whenever you use your Anarchic Defense feature, you can spend a chaos die to halve the damage. You roll the damage reduction after halving the damage.
In addition, you gain resistance against the triggering damage type until the start of your next turn.
- Waves of Chaos
At 10th level, you can use your Chaotic Release feature rolling a single Chaos Die without spending chaos die. You must have at least 1 chaos die to use this feature.
- Bringer of Destruction
At 14th level, whenever you take the Attack action, you can use your Chaotic Release as a bonus action.
Wielders are chosen by the forces of chaos after being gifted with the Chaos Weapon, a instrument of chaos and destruction.
- Chaos Weapon
At 1st level, you gain control over a magical sentient weapon called Chaos Weapon. The chaos weapon have the properties of any melee weapon of your choice, and you are proficient with it. You can summon or shun the blade on a plane of chaos by using your bonus action.
You can use your Charisma, instead of Dexterity or Strength for attacks and damage rolls with the chaos weapon. In addition, you gain a bonus of +1 on attacks and damage rolls with this weapon. The bonus increases to +2 at 10th level and +3 at 18th level.
Attacks made with this weapon ignore resistance and immunity to non-magical damage. In addition, whenever you cause additional damage with your Chaos Die on an attack with this weapon, you can choose to cause additional damage equal to the weapon's type, instead of rolling for damage.
The weapon is a construct, and have the Intelligence, Wisdom and Charisma scores equal 8 + your proficiency bonus. The weapon alignment is either Chaotic Neutral, Chaotic Evil or Chaotic Good (the one closer to the wielder's alignment) and it has a blindsight up to a range of 10 feet. The sword know all languages you know, but it communicate by telepathy, up to a range of 120 feet. While wielding the sword, you can communicate with creatures that share a language with you via telepathy, up to that distance.
- Chaotic Armor
At 6th level, whenever you are wearing armor, you can spend a Chaotic Die to add the result on the roll to your AC, until the start of your next turn.
- Warped Step
At 10th level, you no longer require your bonus action to use your Reality Warp.
- Two Minds
At 14th level, your mind and the mind of your Chaotic Weapon are merged into a single one. You can never be disarmed from your Chaos Weapon. In addition, if the weapon has Intelligence, Wisdom or Charisma scores higher than yours, you can use its ability scores instead.
In addition, the blade can move almost by itself. When you take the Attack action, you can make one attack with your Chaos Weapon using your bonus action on your turn. Alternatively, you can use your bonus action to parry incoming attacks, reducing the next damage you take until the start of your next turn by an amount equal to the damage you would deal with your Chaos Weapon.
Warped knights use the chaos to mutate their own bodies, becoming aberrant monsters.
- Aberrant Flesh
At 1st level, you can use your bonus action to assume an aberrant form, lasting for 1 minute. While you do so when not wearing armor, your AC becomes 15 + your Constitution modifier.
In addition, while transformed you gain darkvision up to a range of 120 feet.
- Mutated Strikes
Also at 1st level, you can warp your bodies in masses of fangs, teeth and tentacles, and use these appendices to make unarmed strikes. You cause damage equal to your Chaos Die, instead of the normal damage for unarmed strikes. The damage type is either slashing, piercing or bludgeoning, and you can target creatures up to a range of 10 feet.
If you use your Chaos Die to increase the damage of this strikes, you can roll a d6, instead of rolling on the Chaos Damage Type table, choosing between the following results: 1-2. Slashing, 3-4. Piercing, 5-6. Bludgeoning.
- Infected Strikes
At 6th level, any damage caused by your Mutated Strikes ignore resistance and immunity to nonmagical damage.
In addition, you can forgo one of your attacks during the Attack action to force a creature within reach to make a Constitution saving throw. On a failed save, that creature becomes poisoned until the end of your next turn.
- Aberrant Visage
Starting at 10th level, you can assume a maddening form of an aberration, becoming a mess of eyes, members and flesh, by spending 1 chaos die. Any hostile creature within 60 feet able to see you must succeed on a Wisdom saving throw, or be affected by the confusion spell.
- Corrupted Flesh
At 14th level, you can spend 2 chaos dice to expand your body into a monstrosity made of flesh and bone. Your body expands in a 20-foot radius, turning you into a gargantuan creature, for 1 minute. Any creature in the area must succeed on a Strength saving throw, or be pushed to the edge of the radius and take 4d10 damage (rolled on the Chaos Damage Type table).
For the duration, your movement speed is reduced to 5 feet, and the area within 15 feet of you becomes difficult terrain for hostile creatures. In each of your turns you can make melee weapon attacks against any creature within 15 feet using your Mutated Strikes.
In addition, you regain 5 hit points at the start of each of your turns. Finally, any creature who moves towards the area within 15 feet of you or end its turn there must succeed on a Dexterity saving throw, or take your Mutated Strike damage (or half as much on a success).
When the duration ends, you are reduced to 1 hit point, suffer 1 level of exhaustion and can't use this ability again until you finish a long rest.
Weavers are masters in controlling the magical forces who govern the chaos.
- Pact Magic
|Level||Cantrips Known||Spells Known||Spell Slots||Slot Level|
- Pact Magic
By the time you choose this path of doom at 3rd level, the magic bestowed on you by your connection with the chaos have given you facility with spells.
- You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the warlock table.
- Spell Slots
- The Weaver table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Weaver spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher
- At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
- The Spells Known column of the Weaver table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.
- Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
- Charisma is your spellcasting ability for your Weaver spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Weaverspell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
- You can use an arcane focus as a spellcasting focus for your Weaver spells.
- Chaos Manipulation
Starting at 1st level, you can convert your chaotic energy into magic and vice versa. You can create a spell slot from a level you have access to using your bonus action, by spending 1 chaos die, plus 1 per level of the spell slot.
Alternatively, you can do the inverse, spending a spell slot to gain 1 chaos die plus 1 per level of the spell slot spent.
- Turbulent Magic
At 6th level, whenever you cast a spell that causes damage, you can choose to replace the damage type by the result of your Chaos Damage Type table roll.
In addition, whenever you force a creature to make a saving throw against a spell you cast, you can spend a Chaos Die and reduce the creature's saving throw by the number rolled on the die. You must spend the die when you cast the spell.
- Magical Combat
At 10th level, whenever you cast a spell, you can make a weapon attack or a Chaotic Release using your bonus action.
- Paragon of Chaos
At 14th level, you can assume the form of a being made of pure chaotic energy. For 1 minute, you gain the following benefits:
- Your form becomes unstable and constantly shifts. You can use your reaction to reduce any damage you take by half.
- You can Reality Warp to teleport to a place up to twice your movement speed. Doing so doesn't cost your movement.
- Once per round you can roll a Chaos Die and add to the result of an attack, saving throw or to reduce the result of a saving throw made by a creature against a spell or effect from you. Doing so doesn't cost you Chaos Die.
Once you use this feature, you can't do it again until you finish a long rest, unless you spend 5 chaos dice to do it again.
Prerequisites. To qualify for multiclassing into the chaos knight class, you must meet these prerequisites: Strength 15, Charisma 13.
Proficiencies. When you multiclass into the chaos knight class, you gain the following proficiencies: all armor, all shields, All weapons