User talk:Eviesucks66

From D&D Wiki

Jump to: navigation, search

Chaos knight variant[edit]

Creating a Chaos Knight =[edit]

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.

Class Features

As a Chaos Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Chaos Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Chaos Knight level after 1st

Proficiencies

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.

Equipment

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

Table: The Chaos Knight

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Chaotic Weapon (+1) fighting style
2nd +2 Armor Mastery (2), Spellcasting Dark Bane 2 2 2
3rd +2 Doom 2 3 3
4th +2 Ability Score Improvement 2 4 3
5th +3 Chaotic Weapon (+2), Extra Attack 2 4 4 2
6th +3 Armor Mastery (3) 2 4 4 2
7th +3 Doom Feature 2 5 4 3
8th +3 Ability Score Improvement 2 6 4 3
9th +4 2 6 4 3 2
10th +4 Armor Mastery (4) 3 7 4 3 2
11th +4 Chaotic Weapon (+3) 3 8 4 3 3
12th +4 Ability Score Improvement 3 8 4 3 3
13th +5 3 9 4 3 3 1
14th +5 Armor Mastery (5) 3 10 4 3 3 1
15th +5 Doom Feature 3 10 4 3 3 2
16th +5 Ability Score Improvement 3 11 4 3 3 2
17th +6 3 11 4 3 3 3 1
18th +6 Armor Mastery (6) 3 11 4 3 3 3 1
19th +6 Ability Score Improvement 3 12 4 3 3 3 2
20th +6 Doom Feature 3 13 4 3 3 3 2

Chaotic Weapon[edit]

You have a unique sentient non-magical weapon called a Chaotic Weapon bound to your soul. A Chaotic Weapon can take the form of any melee weapon which does not have the light or finesse properties and it loses it's weight properties. The weapons special purpose is destruction. You gain a +1 bonus to attack and damage rolls made with your Chaotic Weapon. The bonus to attack and damage rolls increases by 1 at 5th level (+2), and again at 11th level (+3). Starting at 10th level, a Chaotic Weapon deals extra damage of the weapon's type equal to the weapon's damage die whenever you hit with it. Your Chaotic Weapon can't be damaged while you are alive. If your Chaotic Weapon ever leaves your hand, you may summon it back into your hand as a bonus action.

Fighting Style[edit]

At 1st level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack and damage rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1, or a 2 on a damage die of an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in Two-Weapon fighting, you can add your ability modifier to the damage of the second attack, and you can use any one-handed weapons, provided they do not have the heavy feature.


Armor Mastery[edit]

Starting at 2nd level, as long as you are wearing armor you take 2 less points of damage from bludgeoning, piercing, and slashing damage. The amount of damage you may ignore increases by 1 at 6th level (3 points), 10th level (4 points), 14th level (5 points), and 18th level (6 points).

Spellcasting[edit]

Preparing and Casting Spells[edit]

The Shadow Knight table shows how many spell slots you have to cast your spells. To cast one of your Shadow Knight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest. You prepare the list of Shadow Knight spells that are available for you to cast, choosing from the Shadow Knight spell list. When you do so, choose a number of Chaos Knight spells equal to your Charisma modifier + half your Shadow Knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level Chaos Knight, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Life Fades, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Chaos Knight spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Dark Bane[edit]

Staring at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot as a bonus action to deal psychic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8.


Revel in Carnage[edit]

At 3rd level, you gain 10 temporary hit points whenever you hit a creature with a melee attack and you are immune to the Fear condition.

Ability Score Increase[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Unliving[edit]

Beginning at the 6th level, you fully assume to the mantle of Death Knight; you no longer require food, water, or sleep. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch.

Aura of Apparition

Starting at 7th level, no attack seems to land on you. As an action you are able to activate a ghoulish aura around yourself. As long as you are conscious, all hostile creatures within 10 feet of yourself have disadvantage on any attack made against you, and any friendly creatures within range of your aura. The effects of this aura last for 1 minute. At 18th level, the range of this aura increases to 30 feet. You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.

Aura of Clarity[edit]

Starting at 10th level, you and friendly creatures within 10 feet of you can't be blinded or deafened while you are conscious. At 18th level, the range of this aura increases to 30 feet

Abyssal Bane[edit]

Starting at 11th level, you are so suffused with chaotic power that all your melee weapon strikes carry an evil power with them. Whenever you successfully hit a creature with a melee weapon, the creature takes an extra 1d8 psychic damage. If you also use your Dark Bane with an attack, you add this damage to the extra damage of your Dark Bane.

Brutal Critical[edit]

Once you reach 14th level, your critical hits are more powerful. When you score a critical hit, roll all the attack's damage dice three times rather than twice.

Certainty Of Death[edit]

Starting at 15th level, your training within the order has granted you improved mastery over the boundless energies you tap. Channeling this energy grants Improved criticals: your weapon attacks score a critical hit on a roll of 19 to 20.

Wraithshift[edit]

At 18th level, in darkness, you gain the Wraithshift ability granting a fly speed of 60 feet. When you fly, your appearance is cloaked in a shadowy haze, resembling a wraith. You gain advantage on stealth checks in this form.

Destruction Aura[edit]

At 20th level, you become a perfect engine of destruction, emanating an aura of chaos in a 60-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or for 1 minute take double damage from your attacks and spells and not be able to reduce or ignore damage from your attacks and spells, including by otherwise applicable resistances and immunities. Anyone, that isn't your ally, within a 5 foot radius also makes a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), on a failed save anyone affected is paralyzed. A creature that has been paralyzed by this feature can make another Constitution save at the end of each of its turns. On a success, it is no longer paralyzed. Once you have used this feature, you can't use it again until you finish a long rest.

Home of user-generated,
homebrew pages!


Advertisements: