Chaos Knight (5e Class)
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Despite the appearance of stability an order maintained in the material plane, everything is constantly changing and mutating in an anarchic fashion, both inside this plane and through the whole extension of the multiverse. Any order creatures and collectives attempt to maintain is fleeting, any pattern a mere illusion, that gives sentient beings a sense of reality, a way to have grasp on something to avoid falling into despair. Creatures turn themselves to order and structure for fear that living in chaos is a way of losing control over themselves and over their lives. But chaos knights, however, interpret the reign of chaos in the multiverse in a different manner. For those knights, the powers of chaos are not frightening, but wondrous and fascinating; the change it brings, the constant flux of universe in unpredictable turns has a certain beauty to it, the beauty that comes with a surprising discovery of something. By letting go of control, some these warriors are capable of letting themselves being overtaken by chaos, and flow with it, learning how to channel and control the randomness of the universe with their own bodies and minds, how to channel it, and how to adapt to the constant state of flux and anarchy on everything. By being taught how to understand the nature of the primordial chaos, one can attune to it and learn how to navigate through it, making them unpredictable like weaves of chaos.
Chaos knights are warriors who are taught in the ways of chaos, how to manipulate it for martial purposes, how to infuse their weapons and bodies with it. They are able to manipulate disorder and play with discord, how to draw the chaotic energy present in every corner of the multiverse and make it into a weapon and a protection against their enemies. It is said that a planes-walker warrior was the first who learn this style, after being lost in his travels through the Limbo, only being able to free himself from the anarchic labyrinth of the plane of chaos after learning how to let himself being mold by it, flowing with it.
Faces of Chaos
By its own nature, the primordial chaos from the multiverse can manifest itself in multiple forms. It exists in its raw form on the Limbo, but from there leaks and flow through other planes, changing and being changed by it. It's essence is felt in the abyssal chaos of the lower planes, in the wild magic of sorcerers, in the anarchic rage of barbarians. It can manifest itself in subtle ways, as in the ability to control fate through sheer luck, or through more direct means, by directly using chaotic magic. For this reason, Chaos Knight have many ways to express their chaotic powers. Some learn how to control the raw chaos itself, by attuning with the plane of limbo, while others are draw to the death and destruction, the faces of evil Chaos in the material plane. Some can even tap on more alien and unnatural forms of chaos, by attuning themselves with the maddening unknowability of the Far Realm.
Knights of chaos appear in multiple forms, sizes, shapes and appearances, and two knights of chaos will never be the same. Despite most of them having a similar ancestry, from that first warrior who learned how to use chaos as a weapon and taught a generation of warriors to do the same, each sect, cell and master of chaos have already distanced themselves from those roots.
Creating a Chaos Knight
When creating your chaos knight, choose a reason for you to embrace the chaos. Some of those who seek the path of a chaos knight are frightened by the idea of limiting themselves, and embrace chaos in an attempt of experiencing full freedom. Others just want to deliver chaos as a way of reveling in their own dark and twisted desires. There are plenty of reasons and origins for a chaos knight, and they are wildly varied, as it is varied the multiple aspects of chaos, but they are united on the rejection of order and authority. Regardless if you are a freedom fighter or a brutal pillager, a traveler artist or an arsonist, as a chaos knight your character will probably be constantly at odds with conventional structures of concentrated power.
- 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 Hermit, Outlander or the Criminal background.
As a Chaos Knight you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Charisma
Skills: Choose any two
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) scale mail
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a burglar's pack or (b) an explorer's pack
|1st||+2||Chaos Harvester, Aspect of Chaos||—|
|2nd||+2||Anarchic Defense, Chaotic Release||1d6|
|3rd||+2||Aspect Feature, Reality Warp||1d6|
|4th||+2||Ability Score Improvement||1d6|
|8th||+3||Ability Score Improvement||1d8|
|9th||+4||Bend Reality, Tides of Chaos||1d8|
|12th||+4||Ability Score Improvement||1d10|
|13th||+5||Tides of Chaos (2)||1d10|
|16th||+5||Ability Score Improvement||1d10|
|17th||+6||Tides of Chaos (3)||1d12|
|19th||+6||Ability Score Improvement||1d12|
|20th||+6||Chaotic Strikes 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. You can use your Chaos in the following manners:
- Chaotic Fate
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.
- Anarchic Strike
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 to the 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.
The additional damage caused by this strike is considered magical. 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|
Aspect of Chaos
Starting at 1st level, you choose how you manifest your chaotic channeling, by choosing the aspect your manifested chaos assumed. Your chosen aspect grants you features at 3rd level and again at 6th, 10th, and 14th level.
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 doesn'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 the area 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. The damage type is different for each dice rolled.
Roll your Chaos Die to determine the area of your Chaotic Release: 1-2. 30-foot by 5 feet line, 3-4. 15-foot cone, 5-6. 10-foot radius around you, 7-8. 60-foot cone, 9-10. 100-foot by 5 feet line, 11-12. 20-foot radius sphere in a point you can see within 120 feet.
At 5th level, you can forgo one of your attacks to perform a Chaotic Release, instead of using an Action.
At 3rd level, you can use your bonus action to shift between places on the material plane, by spending a Chaos Die. Doing so allow you to teleport to a place within 5 feet x the number rolled on the dice.
A shimmering glow covers your body after using Reality Warp, which gives you resistance to the damage type determined by the number rolled. This resistance lasts until the start of your next turn.
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 7th level, you can unpredictably unleash a surge of chaos. Whenever you roll the maximum number on a Chaos Die when adding an attack, you roll an additional Chaos Die and also add to the damage, without spending your Chaos Die.
In addition, when you make an attack roll against an enemy during combat, and roll the maximum number possible on your Chaos die, that attack hits instantly and you roll a chaos die, without spending it, adding the result to the damage. For example, if you roll an 8 on an attack roll at 7th level, your attack instantly hit and you roll your Chaos Die without spending it, adding to the damage, while regaining a chaos die.
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. This doesn't expend the chaos die.
You roll two Chaos Dice at 20th level.
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.
When you reach the 18th level, you can control chaos and circumstance, altering events at your favor. Whenever a creature makes an ability check, attack roll or saving throw within 60 feet, you can roll your Chaos Die, adding or subtracting the number rolled from the result of the target's roll.
When you do so, you gain resistance to the damage type rolled on the Chaos die for the next minute, or until you roll a chaos die again.
Aspect of Chaos
The Harbinger's aspect is focused on spreading fear. They can use the natural fear of uncertainty and from the unknown, and enhance those feelings of chaos. The fear brought by the Harbinger is not the fear of some specific thing, but a more deep and cosmic fear, the dread that comes with the realization that nothing is stable, that order is a illusion, that everything is truly chaos.
- 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 3rd 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.
- Eldritch Terror
At 14th level, you can use your action and spend 5 chaos dice to assume the aspect of a entity of pure terror. For 1 minute, any hostile creature who can see you must succeed on a Wisdom saving throw or be frightened for the remainder of the duration. The target can make a saving throw at the end of each turn to end this effect.
The Ravager's aspect is focused on reckless, savage damage-dealing. Ravagers expression of chaos is one of the most basic forms of instability - Destruction. The act of destruction is the act of bring chaos to things, of disorganize structures. They worship the end, the destruction of things trough acts of vandalism, the destruction of societies through the breakage of taboos... and the destruction of lives through torture and death. Most ravagers are devoted members of Erythnnul's clergy, and act on the behalf of the vile god of destruction.
- Bonus Proficiencies
Starting at 1st level, you gain proficiency in with the torture tools.
- Revel in Carnage
At 3rd level, 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. Wielders control chaos from the source, on its pure form - the chaos elemental. The wield swords imbued with anarchic power, and can warp the space, being able to see the reality of chaos. Instead of trying to organize or control the chaos, they see it as what it truly is - an untameable force of nature. You can't contain an ocean, only navigate on it, and wielders are sailors of the primordial chaos.
- Chaos Weapon
At 1st level, you gain control over a magical 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.
- Awakened Chaos
Starting at 3rd level, your Chaos Weapon achieve sentience. 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.
Finally, 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.
- 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 as a reaction against an attack, until the start of your next turn.
When you do so, you can use your Reality Warp feature as part of the same reaction.
- 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. These knights are followers of the aberrant chaos, the putrid, eldritch and uncanny chaos of the unknowable, the alien. They see in the entities of the Far Realm a model of perfection, and strive for that aberrant ascension, by embracing one of the most disturbing forms of chaos - the chaos of body. Creatures in the material plane are often defined by the integrity of their bodies. The warped, however, reject these definitions, seeing corporal stability as a prison, a limitation to true power. What some see chaos, they see freedom.
- 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 3rd 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. These warrior magicians strive to understand the forces of chaos, and even exert some influence over it. They believe that chaos is nothing more than a orderly pattern, that is just not understood yet. They also assume that the only way to truly understand the patterns of chaos is to surrendering to it. They often forge pacts with entities of pure chaos, in the hopes of achieving some insight on the inner works of 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 3rd 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 13, Charisma 13.
Proficiencies. When you multiclass into the chaos knight class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.