Base Class: Fighter
The Chaos Warrior focuses on the development of raw physical power along with the forces of Chaos Magic that flow in their blood. You have been exposed to Chaos Magic at some point in your life, or perhaps you were born with it. Your martial skills are further enhanced by the explosive power of Chaos Magic that can surge from you at any given time. This power is uncontrollable and can be a blessing as well as a curse.
Chaos Critical
Starting at 3rd level. when your weapon attacks score a Critical Hit, roll on the Chaos Magic Table. You may only roll on the Chaos Magic Table once per turn no matter if you gain additional Critical Hits.
Athletic Talent
Starting at 3rd level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 7th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Improved Chaos Critical
Starting at 10th level, your weapon attacks score a Critical Hit on a roll of 19–20. When your weapon attacks score a Critical Hit, roll on the Chaos Magic Table. You may only roll on the Chaos Magic Table once per turn no matter if you gain additional Critical Hits. You also gain a degree of control over the surges of your Chaos Magic. Whenever you roll on the Chaos Magic table, you can roll twice and use either number.
Survivor
At 15th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Chaos Mastery
At 18th level, you obtain the ability to summon your Chaos Magic in the heat of combat. Whenever you roll initiative, you may roll on the Chaos Magic Surge Table if you choose to do so. You can roll twice and use either result.
Chaos Magic Surge Table
Starting when you choose this subclass at 3rd level, your Fighter can unleash surges of Chaos Magic. Upon a Critical Hit, roll on the Chaos Magic Surge Table to create a magical effect. If that effect is a spell, it is too wild to be affect by any means. If it normally requires concentration, it doesn't require concentration in this case. The spell lasts for its full duration. If a spell calls for a saving throw the Spell DC = 8 + Your Wisdom Modifier + Proficiency Bonus.
|
D100 |
EFFECT |
|---|---|
|
01–02 |
You have advantage on all Saving Throws for the next minute. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A skeleton controlled by the DM appears in an unoccupied space within 5 feet of you. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Dexterity saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
Whenever a creature hits you with an attack roll for the next minute, that creature takes 1d8 force damage, as magic lashes out in retribution. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on attack rolls against you for the next minute. |
|
23–24 |
Your skin turns a vibrant shade of blue. It remains this way for 1d4 hours. You gain resistance to cold during this time. |
|
25–26 |
For the next minute your walking speed increases by 10ft. |
|
27–28 |
For the next minute, If you take the Attack action on a turn, you can make one additional weapon attack as part of that action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next weapon attack you make within the next minute. |
|
35–36 |
You have advantage on all your attacks till the end of your next turn. |
|
37–38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, soap bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your become intoxicated till the end of your next turn, suffering the poison condition. |
|
57–58 |
You can use your Second Wind feature by the end of your next turn without losing a use. |
|
59–60 |
All spellcasters within 30ft of you regain their lowest level expended spell slot. |
|
61–62 |
Each creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw or be frightened of you till the end of their next turn. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Your feet stay firmly attached to the ground. Till the end of your next turn you can't move or be knocked prone. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You gain 2d10 temporary hit points. |
|
99–00 |
DM chooses or creates an effect. |
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