Chaos Knight (5e Subclass)
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Chaos Knight[edit]
Fighter Subclass
Magic flows through everything, wild and untamed. Whatever circumstance lead to it, Chaos Knights became infused with that free flowing magic. Be it a magical mishap, arcane inheritance, or attunement with the wild, Chaos Knights can funnel this magic through combat.
- Arcane Sensitivity
When you choose this archetype at 3rd level, you gain proficiency in the Arcana skill, gaining expertise if you are already proficient.
In addition, you can cast Detect Magic at will.
- Wild Warfare
Starting at 3rd level, you can channel the free flowing magic of existence into your attacks. Once on each of your turns, when you hit a creature with a weapon attack, you can roll on the Wild Warfare table to determine the magical effect produced. If you roll an effect that is already active, continue rolling until you get an effect that is not active yet.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice when you choose this archetype).
d10 | Effect |
---|---|
1 | You do not add your ability modifier to the damage of the attack. |
2 | Until the end of your next turn, you can make a single weapon attack as a bonus action. |
3 | Your weapon explodes with elemental magic. The next time you hit with your weapon within the next minute, it deals an extra 1d10 acid, cold, fire, lightning, or poison damage (your choice). |
4 | A magical barrier forms around your body and mind. Until the end of your next turn, you gain a +1 bonus to your AC and all saving throws. |
5 | Raw arcane power crackles around your body. Until the end of your next turn, you have resistance to bludgeoning, piercing, slashing, and force damage. In addition, any creature that hits you with an attack for the duration takes 1d10 force damage. |
6 | Gravity's hold on you is temporarily loosened. You gain a flying speed equal to your walking speed, and your movement does not provoke opportunity attacks until the end of your next turn. If you end your next turn in the air without anything keeping you aloft, you fall. |
7 | The next time you hit with your weapon within the next minute, the target must succeed a Strength saving throw or be knocked prone. This effect can only affect creatures that are no more than one size category larger than you. |
8 | The next Dexterity or Constitution saving throw you make within the next minute to avoid taking damage from a spell, you take half damage on a failure, and none on a success. |
9 | Healing magic bursts from you. You and a number of creatures of your choice equal to your proficiency bonus, within 30ft, regain a number of Hit Points equal to half your Fighter level. |
10 | The next time you hit with your weapon within the next minute, the target must succeed a Constitution saving throw or become stunned until the start of your next turn. |
- Third Wind
Starting at 7th level, the free flowing magic revitalizes you. You gain an additional use of Second Wind.
- Martial Magic
At 10th level, the free flowing magic emerges when you show your true martial prowess. When you use either your Indomitable or Second Wind feature, you can roll on the Wild Warfare table and immediately produce the effect rolled. In the case of Second Wind activating this ability, you must forgo the 1d10 when healing in order to roll on the Wild Warfare table.
- Commanding Chaos
At 15th level, you can briefly guide the free flowing magic. Whenever you roll on the Wild Warfare table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
- Disruptive Surge
At 18th level, you can disturb the flow of magic in other beings. When you roll on the Wild Warfare table, you can end a single spell that is affecting a creature of your choice within 30ft. If the creature is unwilling, they must succeed a Wisdom saving throw against your Wild Warfare save DC.
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