Base Class: Fighter
Chaos Knights are warriors who channel arcane pandemonium to become powerful agents of change. Fighters who embody this archetype, also known as Disrupters or Wild Magic Warriors, are champions who fight against order either on behalf of an entity such as an archfey or demon, or to bring discord to corrupt kingdoms that have maintained their power for too long without confrontation.
Seeds of Chaos
3rd-level Chaos Knight feature
Your affinity with the chaotic forces of the universe causes magical mayhem to erupt from you in times of turmoil. Once per turn, when you roll a 1 or a 20 on the d20 for an attack roll or saving throw, roll on the Chaos Magic table to determine the magical effect produced. You can't have more than one effect active at a time.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Chaos Magic
| d12 | Effect |
|---|---|
| 1 | You gain resistance to all damage except force until the end of your next turn. If you roll a 1 on a d20 within that time, this resistance becomes vulnerability instead. |
| 2 | You regain one use of your Action Surge or Second Wind feature. When you gain your Indomitable feature, you can regain one of that feature instead. |
| 3 | The next creature you hit with an attack must make a Constitution saving throw or gain vulnerability to all of that attack's damage. If the creature has any resistances or immunities, it loses them for that attack on a failed save. If you roll this effect after scoring a critical hit, the target of that attack is subjected to the effect instead. |
| 4 | You summon 1d4 orbs of chaotic energy, which orbit you for 1 minute or until they are expended. When you hit with a weapon attack, you can expend one orb to deal 1d6 extra acid, cold, fire, lightning, psychic, or thunder damage to the target (your choice). If you roll the maximum amount on the damage die for an orb, roll it again and add the number rolled to the damage. Each die you roll must deal a different damage type from the list (including the extra dice from a critical hit). |
| 5 | Your body or armour grows vicious spikes of darkness. For the next minute, each time a creature hits you with a melee attack or attempts to grapple you, it takes 1d8 piercing damage. Any creature that is grappling you or is grappled by you takes necrotic damage equal to your Constitution modifier (minimum of 1) at the start of each of its turns. |
| 6 | Your body moves out of phase with reality. Until the end of your next turn, attack rolls against you have disadvantage and you can expend your movement to teleport to an unoccupied space you can see. For each foot of movement you spend, you can teleport 1 foot, and each time you teleport you deal 1d6 force damage to each creature within 5 feet of your destination. |
| 7 | You cause a psychic disturbance in the minds of those around you. Each creature of your choice within 30 feet of you must make an Intelligence saving throw or take psychic damage equal to 1d12 + your Constitution modifier, and subtract a d4 from each an attack roll or ability check it makes before the end of its next turn. On a successful save, it takes no damage and only subtracts a d4 from the next attack or check it makes in that time. |
| 8 | Any spells, conditions, or magical effects on you are nullified for 1 hour. For each effect nullified this way, you gain 1d8 temporary hit points. If you still meet the prerequisites for such an effect after this time, the effect returns. |
| 9 | The next time you take damage before the start of your next turn, you are immune to that instance of damage. If the damage was dealt to you by a creature within 60 feet of you, that creature takes the damage instead. |
| 10 | For the next minute, whenever a creature within 30 feet of you gains advantage or disadvantage on an attack roll, ability check, or saving throw from an effect, such as the blinded condition, you can reverse how that effect influences the creature's roll. If the effect provides advantage, it provides disadvantage instead for that roll. If it provides disadvantage, it provides advantage instead. |
| 11 | You gain truesight out to a range of 30 feet for 1 minute. During that time, you perceive objects within that range as ghostly, transparent images. |
| 12 | For the next minute, you emit an aura of wild magic out to a range of 30 feet. Whenever a spell is cast within that aura, roll on the Wild Magic Surge table in the Player’s Handbook. |
Entropic Decay
3rd-level Chaos Knight feature
When you use your Second Wind feature, you can choose a number of creatures within 30 feet of you equal to your proficiency bonus. Each creature must make a Constitution saving throw. On a failed save, it is infected with pandemonium, gaining one of the following effects of your choice until the end of your next turn:
- Its speed is halved, and it has a -2 penalty to its AC and Dexterity saving throws.
- It can't take reactions, and it can use either an action or a bonus action, not both. It also can't make more than one melee or ranged attack on its turn, regardless of its abilities or magic items.
- If it attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
On a successful save, it takes force damage equal to the number of hit point you regained as it resists the influence of chaos.
Karmic Shield
7th-level Chaos Knight feature
When you or another creature you can see within 30 feet of you takes damage, you can reduce the damage the target takes by 1d10 + your Constitution modifier (minimum of 1). If the damage was caused by another creature, it takes psychic damage equal to the amount of damage reduced by this feature
You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. When you roll on the Chaos Magic table, you regain regain one use of this feature. You can't regain a use this way again until you finish a short rest.
Turbulent Backlash
10th-level Chaos Knight feature
When you use your Indomitable feature to reroll a saving throw, and fail that saving throw, you can roll on the Chaos Magic table instead of expending a use of that feature.
Dissonant Surge
15th-level Chaos Knight feature
When you use your Action Surge feature, you can gain one effect of your choice from the Chaos Magic table. Once you do so, you must roll on the table normally before you can gain an effect this way again.
Bedlam
15th-level Chaos Knight feature
You can now have up to two Chaos Magic effects active at one time. While you have two effects active, you also roll on the Chaos Magic table whenever you roll a 1 or a 20 on the d20 for an ability check.
Previous Versions
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12/28/2023 4:01:46 PM
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Coming Soon
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