Chaos Wielder (3.5e Class)
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 Chaos Wielder
The world is merely the energy of chaos bound into form by order. Chaos wielders are individuals who were born with an innate ability to manipulate the chaotic forces of the universe. Chaos wielders learn to live their lives in agreement with these forces, to the point at which they are the focus for these Chaotic forces in the never ending dance with Order.
 Making a Chaos Wielder
While every chaos wielder is a strong offensive spellcaster, they may take additional roles as party faces, fighters, support spellcasters or skill users depending on their specialties that they choose.
Abilities: Wisdom is most important for chaos wielders, as it affects the strength of their spells as well as their spells per day. In addition, every chaos wielder can benefit from a high Constitution or Intelligence score for the extra hit points and skills. Generally the specialties a chaos wielder selects allows for any distribution of ability scores as long as they have a high Wisdom score.
Races: Chaos wielders are most common among the chaotically aligned races such as Elves and Orcs as well as in generally neutral races like Humans. Chaos Wielders can even be found among lawful races such as Dwarves and Gnomes, but they are less common. It is believed that the powers chaos wielders possess may be the result of some chaotic outsider ancestry or a close connection a race has with the chaotic forces of the universe.
Alignment: Any nonlawful.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Aversion to Order, Chaotic Aura, Magic Specialty, Training Specialty||3||1||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Detect Chaos/Law (30ft)||4||2||1||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||Bonus Feat, Erratic Soul||4||3||2||1||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Detect Chaos/Law (50ft)||4||4||3||2||—||—||—||—||—||—|
|9th||+4||+3||+3||+6||Detect Chaos/Law (70ft)||4||4||4||3||2||1||—||—||—||—|
|12th||+6/+1||+4||+4||+8||Detect Chaos/Law (90ft)||4||4||4||4||3||3||2||—||—||—|
|15th||+7/+2||+5||+5||+9||Bonus Feat, Detect Chaos/Law (110ft)||4||4||4||4||4||4||3||2||1||—|
|18th||+9/+4||+6||+6||+11||Detect Chaos/Law (130ft), Youthful Body||4||4||4||4||4||4||4||3||3||2|
|20th||+10/+5||+6||+6||+12||Bonus Feat, Released Chaos||4||4||4||4||4||4||4||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
Chaos Wielders gain some weapon and armor proficiencies as well as some features associated with their connection to chaotic forces. They also gain a variety of offensive based spells and additional benefits depending on their magic specialty and their training specialty. All of the following are class features of the chaos wielder.
Weapon and Armor Proficiency: Chaos wielders are proficient with all simple weapons plus one light or one-handed martial weapon of their choice. Chaos wielders are proficient with light armor, but not shields (including tower shields). Chaos wielders do not incur an arcane spell failure chance from light armor or from carrying anything lighter than a light load.
Spells: A chaos wielder casts divine spells. They must prepare their spells ahead of time the way a cleric must and require a Wisdom score of 10 + Spell Level to prepare/cast a spell. The DC against a chaos wielder's saving throw is equal to 10 + Spell Level + Chaos Wielder's Wisdom Modifier. All chaos wielders have access to the following spells in addition to the spells provided by their specialty (See below):
0—Acid Splash, Dancing Lights, Daze, Detect Poison, Detect Magic, Flare, Ghost Sound, Light, Message, Prestidigitation, Purify Food and Drink, Read Magic, Touch of Fatigue
1st—Bane, Burning Hands, Cause Fear, Charm Person, Chill Touch, Color Spray, Command, Deathwatch, Detect Chaos/Law, Detect Secret Doors, Entropic Shield, Erase, Faerie Fire, Grease, Hold Portal, Hypnotism, Magic Aura, Pass without Trace, Produce Flame, Protection from Chaos/Law, Ray of Enfeeblement, Silent Image, Summon Monster I (Chaotic only)
2nd—Acid Arrow, Align Weapon (Chaotic only), Arcane Lock, Blur, Continual Flame, Darkvision, Daze Monster, Eagle's Splendor, Enthrall, Fire Trap, Flame Blade, Flaming Sphere, Fox's Cunning, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, Owl's Wisdom, Pyrotechnics, Scare, Scorching Ray, See Invisibility, Shatter, Sound Burst, Spectral Hand, Summon Monster II (Chaotic only), Touch of Idiocy, Zone of Truth
3rd—Blink, Clairaudience/Clairvoyance, Contagion, Daylight, Displacement, Fireball, Flame Arrow, Illusory Script, Lightning Bolt, Magic Circle against Chaos/Law, Major Image, Poison, Rage, Ray of Exhaustion, Suggestion, Summon Monster III (Chaotic only), Telepathic Bond (Lesser)
4th—Arcane Eye, Bestow Curse, Black Tentacles, Blight, Chaos Hammer, Charm Monster, Confusion, Detect Scrying, Discern Lies, Fear, Fire Shield, Flame Strike, Freedom of Movement, Geas (Lesser), Hallucinatory Terrain, Invisibility (Greater), Invisibility Purge, Invisibility Sphere, Minor Creation, Neutralize Poison, Planar Ally (Lesser) (Chaotic Only), Repel Vermin, Scrying, Sending, Shout, Summon Monster IV (Chaotic only), Wall of Fire
5th—Atonement, Cloudkill, Command (Greater), Contact Other Plane, Dispel Chaos/Law, Dominate Person, False Vision, Feeblemind, Major Creation, Mind Fog, Mirage Arcana, Planar Binding (Lesser) (Chaotic only), Prying Eyes, Seeming, Sending, Shadow Evocation, Summon Monster V (Chaotic only), Telepathic Bond, Waves of Fatigue
6th—Antilife Shell, Animate Objects, Chain Lightning, Disintegrate, Eagle's Splendor (Mass), Eyebite, Fire Seeds, Fox's Cunning (Mass), Geas/Quest, Mislead, Owl's Wisdom (Mass), Planar Ally (Chaotic only), Planar Binding, Programmed Image, Suggestion (Mass), Summon Monster VI (Chaotic only), True Seeing, Veil
7th—Delayed Blast Fireball, Fire Storm, Insanity, Invisibility (Mass), Plane Shift, Prismatic Ray, Project Image, Scrying (Greater), Summon Monster VII (Chaotic only), Word of Chaos
8th—Cloak of Chaos, Charm Monster (Mass), Demand, Horrid Wilting, Incendiary Cloud, Maddening Scream, Planar Ally (Greater) (Chaotic only), Prying Eyes (Greater), Reverse Gravity, Scintillating Pattern, Shadow Evocation (Greater), Shout (Greater), Summon Monster VIII (Chaotic only), Symbol of Insanity
9th—Antipathy, Clone, Dominate Monster, Foresight, Gate, Meteor Swarm, Summon Monster IX (Chaotic only), Time Stop
Aversion to Order: Chaos wielders not only obtain their magic from the world's chaotic forces, but they are part of them too. Thus chaos wielders must be free of obstructions that prevent their erratic movements. Chaos wielders receive a -1 penalty to attack rolls when wearing medium armor and a -2 penalty to attack rolls when wearing heavy armor. Chaos wielders may not willingly use a lawful aligned weapon/armor/equipment/item or else they suffer (Caster Level of the Object - (Chaos Wielder Level / 2) rounded down) non-lethal damage that cannot be healed as long as the object is held. These penalties cannot be removed without becoming an Ex-Chaos Wielder (See below).
Chaotic Aura: Chaos wielders radiate a chaotic aura whose strength is based on their class level. This functions just like the cleric's aura except it is only chaotic.
Magic Specialty: At 1st level a chaos wielder must select a single magic specialty from the list below. Each magic specialty grants an effect and gives additional spells that the chaos wielder could prepare at the specified spell level. A chaos wielder may never change their magic specialty unless extraordinary circumstances allow it (Dungeon Master's choice). In such cases all remnants of the previous magic specialty are lost and the powers of the new one are adopted retroactively. Here are the magic specialties (Note that some specialties have prerequisites):
|Magic Specialty Name||Prerequisites||Effect||Additional Spells|
|Earth||Constitution Score of at least 14
Cannot have any racial association with air or water (i.e. no air/water subtype, cannot have any feats/specializations that grant abilities based on air/water, etc.)
|Change your Base Fortitude Save build to Good for this class (Follow the Will progression)
Add the following as class skills: Climb (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Survival (Wis)
1st—Entangle, Magic Stone
2nd—Soften Earth and Stone, Warp Wood, Wood Shape
3rd—Meld into Stone, Stone Shape
4th—Spike Stones, Stoneskin
5th—Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Wall of Thorns
6th—Flesh to Stone, Move Earth
8th—Earthquake, Repel Metal or Stone
9th—Elemental Swarm (Earth or Fire Only)
|Energy||Charisma Score of at least 14||Cast spells with the fire or electricity descriptor at a +1 caster level
You may spontaneously convert prepared spells to an inflict or harm spell of the same level
|0—Inflict Minor Wounds|
1st—Inflict Light Wounds
2nd—Inflict Moderate Wounds
3rd—Inflict Serious Wounds
4th—Inflict Critical Wounds
5th—Inflict Light Wounds (Mass)
6th—Harm, Inflict Moderate Wounds (Mass)
7th—Inflict Serious Wounds (Mass)
8th—Inflict Critical Wounds (Mass)
|Light||Wisdom score of at least 14 and an Intelligence score of at least 10||Cast illusion spells at a +1 caster level
Add the following as class skills: Knowledge (geography) (Int), Knowledge (nature) (Int), Search (Int), Spot (Wis)
|0—Cure Minor Wounds, Know Direction|
1st—Endure Elements, True Strike
2nd—Glitterdust, Heat Metal
3rd—Blindness/Deafness, Protection from Energy, Searing Light
4th—Divine Power, Rainbow Pattern
5th—Mark of Justice, Persistent Image
6th—Find the Path, Permanent Image
7th—Power Word Blind, Sunbeam
8th—Prismatic Wall, Screen, Sunburst
9th—Prismatic Sphere, Sympathy
|Support||None||Increase the range of your Detect Chaos/Law class ability by 5ft * (chaos wielder level / 2 rounded up)
Gain an additional 1 skill point per level from this class (an additional 4 at level 1)
Add the following as class skills: Heal (Wis), Listen (Wis), Spot (Wis), Survival (Wis)
|0—Cure Minor Wounds|
2nd—Cure Light Wounds
3rd—Remove Blindness/Deafness, Remove Curse, Remove Disease
4th—Cure Moderate Wounds
6th—Break Enchantment, Cure Serious Wounds
7th—Raise Dead (Non-Lawful Creatures only)
8th—Cure Critical Wounds, Regenerate, Restoration (Greater)
|Weather||Dexterity Score of at least 14
Cannot have any racial association with earth or fire (i.e. no earth/fire subtype, cannot have any feats/specializations that grant abilities based on earth/fire, etc.)
|Change your Base Reflex Save build to Good for this class (Follow the Will progression)
Add the following as class skills: Balance (Dex), Knowledge (geography) (Int), Survival (Wis), Swim (Str)
|0—Ray of Frost, Know Direction|
1st—Feather Fall, Obscuring Mist
2nd—Fog Cloud, Gust of Wind
3rd—Sleet Storm, Water Breathing, Water Walk, Wind Wall
4th—Air Walk, Solid Fog
5th—Control Winds, Ice Storm
6th—Cone of Cold
7th—Acid Fog, Control Weather
9th—Elemental Swarm (Air or Water only), Storm of Vengeance
Training Specialty: At 1st level a chaos wielder must select a training specialty from the list below. Each training specialty may or may not grant a chaos wielder additional abilities, skills, etc. A chaos wielder may never change their training specialty unless extraordinary circumstances allow it (Dungeon Master's choice). In such cases all remnants of the previous training specialty are lost and the powers of the new one are adopted retroactively. Here are the training specialties (Note that some training specialties have prerequisites):
|Training Specialty Name||Prerequisites||Effect|
|Combat||None||Improve your base attack bonus progression for this class to that of a Rogue|
You may select fighter feats for the bonus feats provided by this class
|Interaction||None||Add the following as class skills: Bluff (Cha), Disguise (Cha) and Sense Motive (Wis)|
Gain an additional 2 skill points per level (An additional 8 at level 1)
You may select either metamagic or fighter feats as bonus feats when this class grants you a bonus feat, however the number of metamagic feats gained in this way can never be more than 1 of the number of fighter feats and vice versa
|Knowledge||Intelligence Score of at least 14||Add all Knowledge (Int) skills as class skills|
You may select metamagic feats for the bonus feats provided by this class
Detect Chaos/Law (Xft) (Sp): At level 3 chaos wielders may use the spells Detect Chaos or Detect Law at will as a spell-like ability with a caster level equal to their chaos wielder level. Instead of a cone shaped area, however, this ability has a radius indicated in parentheses (X). The radius is 30ft at level 3 and increases by 20ft every 3 levels beyond 3rd level.
Bonus Feat: At levels 5, 10, 15 and 20 chaos wielders gain a bonus feat. This feat can be of the type allowed by their training specialty or one of the following (Chaos wielders must still meet all prerequisites for these feats): Alertness, Armor Proficiency (Any), Eschew Materials, Great Fortitude, Greater Spell Focus, Iron Will, Lightning Reflexes, Shield Proficiency (Any), Spell Focus and Spell Penetration.
Erratic Soul: At level 5, chaos wielders may choose to use this ability whenever they cast a spell from this class that requires a saving throw or an attack roll to be made. They must choose to do so before they roll to determine the results. All such spells add 1d5-3 to their save DC or attack roll (Thus resulting in either a -2, -1, +0, +1, +2 to the DC or attack roll).
Chaos Focus (Su): At level 13, chaos wielders become chaos focuses. Chaos focuses describe individuals who represent the will and strength of the chaotic energies that govern the universe in a constant dance with the lawful forces. Chaos focuses gain a +1 enhancement bonus to AC and saving throws against creatures with the lawful subtype, creatures native to a plane that is at least mildly lawful, lawfully aligned weapons and spells with the lawful type.
Youthful Body (Ex): At level 18, chaos wielders achieve perfect control of the chaos around and within themselves. This allows them to channel the negative aspects of aging out of themselves and leave a young body. Chaos wielders no longer incur aging penalties (although bonuses still accrue), but they still die when their time is up. Penalties received before achieving this ability are removed. Reduce the age category ranges by 20% due to the effort and energy expended into maintaining youth.
Released Chaos: At level 20, chaos wielders may increase their ability scores. They may improve any one physical ability score (Strength, Dexterity and Constitution) by 1 or either one mental ability score (Intelligence, Wisdom and Charisma) by 2 or two mental ability scores by 1. This change affects all your ability scores retroactively so if your Constitution or Intelligence scores are increased enough to increase their modifiers then your new Con or Int modifiers are applied to every HD or skill point increase you have. This ability also grants a +1 bonus to Intimidate checks.
 Ex-Chaos Wielders
Chaos wielders that are no longer nonlawful or willingly create world changing amounts of order (Dungeon Master's decision) may no longer advance as a chaos wielder. They retain all features of this class except for the ability to cast spells that deal damage that are not provided by your magic specialty or with the chaotic descriptor. Chaos wielders may atone for themselves with an atonement spell cast by someone with a chaotic alignment and by becoming nonlawful again.
Alternatively, Chaos wielders may exchange all their chaos wielder levels for Order Master levels (subject to Dungeon Master's approval). They may make this transfer between chaos and order only once ever or suffer a complete and irreversible death (by any means except a wish or miracle spell). Skill points in skills that are no longer class skills must be reassigned. In this case they must adopt a lawful alignment and change their magic and training specialties according to the following table:
|Chaos Wielder Magic Specialty--->||Order Master Magic Specialty|
|Chaos Wielder Training Specialty--->||Order Master Training Specialty|
 Epic Chaos Wielder
|21st||Detect Chaos/Law (150ft)|
|24th||Detect Chaos/Law (170ft)|
|27th||Detect Chaos/Law (190ft)|
|30th||Detect Chaos/Law (210ft)|
4 + Int modifier skill points per level.
Detect Chaos/Law (Xft): The chaos wielder's Detect Chaos/Law class feature continues to progress as normal.
Bonus Feats: The epic chaos wielder gains a bonus feat (selected from the list of epic chaos wielder bonus feats) every 3 levels after 20th.
Epic Chaos Wielder Bonus Feat List: Any feat the non-epic chaos wielder may select as a bonus feat, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment Based Casting (Modified to +2 CL for Chaotic spells), Improved Spell Capacity, Permanent Emanation, Spell Focus, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic. In addition, epic chaos wielders may select from the following list if they have the specified training specialty: (Combat: Armor Skin, Combat Casting, Damage Reduction, Epic Weapon Focus, Epic Prowess, Epic Toughness, Exceptional Deflection, Improved Combat Casting, Improved Combat Reflexes, Infinite Deflection, Perfect Two-Weapon Fighting, Reflect Arrows, Superior Initiative, Two-Weapon Rend), (Interaction: Automatic Silent Spell, Automatic Still Spell, Combat Casting, Epic Leadership, Epic Reputation, Epic Skill Focus, Improved Combat Casting, Multispell, Superior Initiative), (Knowledge: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Enhance Spell, Improved Heightened Spell, Improved Metamagic, Intensify Spell, Multispell)
 Human Chaos Wielder Starting Package
Armor: Studded Leather (+3 AC, armor check penalty -1, speed 30ft, 20 lb.).
Weapons: Battleaxe (1d8 crit. x3, 6 lb., one-handed, slashing).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Knowledge (the planes)||4||Int||—|
Magic Specialty: Support.
Training Specialty Combat.
Feat: Sculpt Spell.
Bonus Feats: If Intelligence is 13 or higher, Combat Expertise; if Intelligence is 12 or lower Scribe Scroll instead
Gear: Backpack (filled with 11 sheets of parchment, 2 inkpens, a 10 oz. vial of ink, a flint and steel, 3 torches, 50ft of hempen rope with a grappling hook attached, 4 days worth of trail rations and a healer's kit), a winter blanket, a bedroll, a waterskin and a spell component pouch.
Gold: 2 gold pieces and 7 copper pieces.
 Campaign Information
 Playing a Chaos Wielder
Religion: Not all chaos wielders revere deities, but those that do typically revere chaotic deities like Kord, Olidammara and Erythnul (Plus racial deities like Corellon Larethian and Gruumsh). Every chaos wielder respects and devotes themselves to the chaos forces of the universe in some way. Chaos wielders may think of chaos as a force of nature or the combined will of chaotic creatures or even in some cases as a deity in its own right. All chaos wielders also accept the existence of order, but whether they approve of it or not is a different issue.
Other Classes: Chaos wielders are appreciated by any class that likes someone to cast offensive (and possibly support) spells and can handle their own in personal combat. While Chaos Wielders are not necessarily the best "team" players, they can easily become the center of a party with their capability to stand alone and help their allies with a few skills and support spells.
Combat: Chaos wielders are the demons of combat. They have a large selection of offensive options that they can unleash upon their foes in addition to aiding an ally here or there. A single chaos wielder could probably take on more than what a single wizard or sorcerer could in battle and win. A team of chaos wielders is something to truly fear should you ever join their list of enemies.
Advancement: Chaos wielders best advance as either a chaos wielder or a prestige class that increases their caster level. They definitely don't need skill points and armor proficiencies are useless with their Aversion to Order restrictions. Taking levels in Barbarian or Ranger might improve their survivability in close combat, but they don't really need that as long as they have a fireball prepared.
 Chaos Wielders in the World
|“||The will of Chaos will consume all when I finish here. This world will experience both the joy of life and the pain of destruction in a burst of flame!||”|
|—Ghark Torgak (otherwise known as the Mad Flame), Half-Orc Barbarian/Chaos Wielder|
Chaos wielders are found everywhere and anywhere, but can be located mostly by the amount of change areas they inhabit endure.
Daily Life: Many chaos wielders cannot handle their life being the same every day. Their connection to chaos influences their personality to always seek change in both themselves and around them. This can be anything from redecorating a room to toppling a kingdom. Some chaos wielders learn to control these urges to a limited degree, but generally no chaos wielder has what can be termed a "daily life".
Notables: The most notable chaos wielders were Emperor Lorn'elth'alt'mer, Lord Jeslek and Cerryl the great. Lorn (without all his honorifics) united the first successful country of both Order Masters and Chaos Wielders and was known for his exceptional skill in leading armies with his blade and destroying the enemy with his control of Chaos. Lord Jeslek was probably the most powerful chaos wielder to ever exist and he used his power to raise entire mountains and generally sculpt many landmarks of the world, but he was assassinated in a power struggle within his own kingdom. Cerryl the great lived in the time of Jeslek in the same kingdom, but he was of lower rank at the time of Jeslek's death. Cerryl eventually cleared the kingdom of schemers, balanced the power of chaos with some Order (People say he lost connection with Chaos and became an Order Master, but nobody wanted to risk getting fried just to find out) and ruled the kingdom well and peacefully up until his death of old age.
Organizations: Chaos wielders generally either travel alone or gather in large groups to rule countries.
NPC Reactions: Many fear the wrath of chaos wielders, but chaos wielders that built a reputation for justice are simply respected with a small amount of fear.
 Chaos Wielder Lore
Characters with ranks in Knowledge (arcana) or Knowledge (the planes) can research chaos wielders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||This spellcaster draws their power from arcane sources.|
|10||This spellcaster is most likely a Chaos Wielder who typically have offensive spells.|
|15||Chaos Wielders draw their power from chaotic sources and can specialize in different aspects of magic.|
|20||Chaos Wielders are spellcasters capable of holding their own in combat. Their spells are mostly of the conjuration, divination, enchantment, evocation, illusion and necromancy magic schools.|
 Chaos Wielders in the Game
Chaos wielders will fill the party role as offensive mage. They can also fill the role of party face, secondary combatant and minor support mage depending upon their specialties.
Adaptation: One possible chaos wielder variant is the multi-magic specialist (Which trades your Bonus Feats in for an additional Magic Specialty (You may not select both Earth and Weather as your specialty)).
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.