Base Class: Paladin
With the creation of the new world many new orders formed. While many of these orders fell shortly after being formed the Order of Chaos was able to survive due to having no central temple to protect, and Chaos Knights' disconnected and unpredictable nature. The Order of Chaos believes that with out change life will reach a point of stagnation leading to death, and what better to bring about change then chaos. Even if that chaos brings about complete destruction. After all what better to raise a new beginning from then the ashes of the old. However their deity wishing to distance them self from their past self, has dedicated their powers to good. Should that be through the complete destruction of a corrupted forest, or the brutal massacre of a horde of monsters. Even if such destruction will cause the deaths of a few innocence.
Tenets of Chaos
While their deity mostly lets their members do as they wish several core tenets has been formed as a way to judge fellow Chaos Knights and to keep order in the chaos.
My Body is my Weapon Just as a dull weapon is of no use, each Chaos Knight is constantly improving them selves lest they become stuck in their ways.
Courage in Battle Battle is one of the greatest manifestations of chaos. To run from battle is to reject the chance at change.
Disciplined Chaos To walk the line of Chaos is to walk the on the knife's point of good and evil. Chaos with out discipline is chaos for the sake of chaos not change.
Call of Chaos Where ever change is needed Chaos Knights are expected to bring about such change, should that be through the death of a tyrant or the razing of an out of control orc hoard.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Vow of Devastation. You can use your Channel Divinity to utter a vow of devastation. As a bonus action, you can select one creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Chaotic Presence. You can use your Channel Divinity to overwhelm your foes with chaotic visions of your deity. As a bonus action, you can select one creature within sight. The creature must make a Charisma saving throw. On a failed save, the creature is stunned for 1 round.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Chaos Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Shield, Burning Hands |
|
5th |
Mirror Image, Flaming Sphere |
|
9th |
Crusader's Mantle, Fireball |
|
13th |
Divination, Wall of Fire |
|
17th |
Mass Cure Wounds, Flame Strike |
Aura of Chaos
Beginning at 7th level, through dedication to your deity's ways their chaotic presence has begun to manifest through you. While you are conscious, all Friendly Chaotic aligned creatures within 10 ft. deal additional damage equal to the Chaos Knight's Charisma modifier (Minimum +1).
At 18th level, the range of this aura increases to 30 feet.
Order in Chaos
Starting at 15th level, you radiate an aura of steadiness.
Choose a number of creatures up to your Charisma modifier + your proficiency, in a 20-foot-radius sphere centered on you. The chosen creatures in range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes.
If a creature fails its saving throw suppress any effect causing a target to be charmed or stunned. When a creature exits the aura's range any suppressed effect resumes.
Alternatively, you can make a target indifferent about you and allies. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. This effect can only be used once on a target every 24 hours.
Reigning Chaos
At 20th level, you can assume the form of Chaos manifested. Take on the appearance of a Young Red Dragon
Using your action you take on the appearance of a Young Red Dragon, for 1 minute.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus in its stat block is higher than yours, use the dragon's bonus instead of yours. You can not use any legendary or lair actions.
- When you transform, you assume the dragon's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in dragon form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells, and your ability to take any action that requires hands is limited to the capabilities of your dragon form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the dragon form is physically capable of doing so. However, you can’t use any of your special senses unless your dragon form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the dragon form to wear a piece of equipment. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Once you use this feature, you can’t use it again until you finish a long rest.
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