Fighter
Base Class: Fighter

The Chaos Knight is an Eldritch Knight whose Weapon Bond ritual was interrupted by a powerful burst of chaotic magic. Rather than a simple Weapon Bond, the Chaos Knight has access to a variety of weapons in their Chaos Armory, which come with a short burst of elemental energy when they are first summoned. However, the Chaos Knight has no control over which weapon will be summoned, and therefore must adapt accordingly.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Chaos Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Chaos Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Chaos Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Chaos Armory

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon of each type: battleaxe, greatsword, halberd, rapier, maul, warhammer, longbow, heavy crossbow. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, adding the weapon to the Chaos Armory.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. The weapon can be desummoned to the Chaos Armory as a bonus action on your turn, even when not in your possession.

The first time a weapon is summoned in combat, roll a d8 to determine which weapon is selected from the Chaos Armory:

  1. Battleaxe
  2. Greatsword
  3. Halberd
  4. Rapier
  5. Maul
  6. Warhammer
  7. Longbow
  8. Heavy Crossbow

The unpredictable magic of the Chaos Armory imbue the summoned weapon with elemental energy, determined by a d4 roll.

  1. Acid
  2. Fire
  3. Cold
  4. Lightning

This additional damage is 1d4 until level 7, 1d6 until level 11, 1d8 until level 16, and then 1d10 until level 20. The elemental energy lasts for 1 minute until it fades.

An Action Surge can be expended to forcibly reroll the summoned weapon. Once a weapon is summoned, it will be the only weapon that can be summoned from the Chaos Armory until the start of the next combat.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Chaotic Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Additionally, the elemental infusions of the Chaos Armory's weapons ignore elemental resistance and do half-damage through elemental immunity.

Chaotic Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

The summoned weapon can be rerolled from the Chaos Armory as part of this Action Surge.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Previous Versions

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