Base Class: Fighter
You were trained in the arts of chaos, thus becoming a Chaos Knight. A knight who uses the mystical and magical power of chaos to augment their power, as well as, cripple your enemies with your chaotic powers, but be careful, as by its nature, chaos is an unpredictable force, and might affect yourself and other creatures in ways you didn't intend. Chaos is a power formed by combining 2 opposite powers, such as life and death, time and space, light and darkness, fire and water.
Chaos Powers
Starting at 3rd level, you have unlocked your powers of chaos.
Chaos Techniques. You know 3 Chaos Techniques and are fueled by a resource called Chaos Points. You learn 2 more techniques at 7th level, 2 more at 10th level and 2 more at 15th level.
Chaos Points. You have Chaos Points equal to your level. You regain all of your chaos points after you finish a short rest.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Chaos Technique save DC = 8 + your proficiency bonus + your Constitution Modifier.
Chaos Surge. When you use a Chaos Technique, roll a 1d6 once you use it, but before applying its effect. If you roll a 1 or 6, roll on the Chaos Surge Table and replace that technique's effect, with the effect you rolled from the Chaos Surge Table.
Chaos Surge Table
|
Die Result |
Chaos Surge Effect |
|
1 |
One random creature within 30ft. of you, including yourself, is cursed by the Bestow Curse spell. |
|
2 |
The creature you targeted with your Chaos Technique gains 2d4 Hit Points. |
|
3 |
An explosion of pure chaotic energy erupts from you. The explosion has a 20-foot radius, and every creature within that radius must make a Dexterity Saving Throw against your Chaos Technique Save DC. On a failed save, they take 3d6 Force Damage, and only half as much on a successful save. |
|
4 |
The creature you targeted with your Chaos Technique can add an extra 1d8 on the next roll it makes. This d8 expires once it's used, or if 1 minute has passed since the creature gains this d8. |
|
5 |
The creature you targeted with your Chaos Technique must substract a 1d8 on the next roll it makes. |
|
6 |
Your size type changes to large. If your size is already Large, it changes to Huge |
|
7 |
Your size type changes to small. if your size is already small, your size changes to tiny |
|
8 |
You grow a third eye on your forehead. The third eye is a fully fuctional eye, and operates like a normal eye. Your vision and perception of the world around you is changed, as you now see the world from 3 different lenses and 3 different colours, instead of how you would normally see. Those colors are, green from the left lense, blue from the right lese and red from your third eye. |
|
9 |
The creature you targeted with your Chaos Technique gains vulnerability to 1 random damage type, from the following damage types: Radiant, Force, Necrotic, Psychic, Slashing, Bludgeoning, Piercing or Lightning. |
|
10 |
You create a no gravity zone in a 60ft. radius around you. The gravity level around you is the same as the one in the moon. The oxygen around you is not affected. |
|
11 |
You create an Anti-Magic zone around you in a 60ft. radius, where spells or other magic abilities, including your Chaos Techniques, cannot be used. This Anti-Magic zone stays around for 1 Minute. |
|
12 |
You teleport to a random unnocupied spot, within 60ft. of you. |
Chaos Techniques
Chaos Empowerment.
When you hit a creature with an attack this turn, you can spend 1 Chaos Point to deal 1d4 Psychic Damage. You can only use this feature once per turn.
Chaos Respite.
You can spend 2 Chaos Points, to heal a creature for 1d6 Hit Points. You can spend an additional Chaos Point, to increase this heal by 1d6, to a maximum of 3d6
Chaos Blast.
On your turn, you can forgo any number of your attacks this turn, and spent an amount of Chaos Points equal to the attacks you forwent, and make a magical ranged attack against a taget within 90ft. That target takes 1d10 force damage if the attack hits.
Physical Enfeebleement.
You can spend 2 Chaos Points, to force a creature within 60ft. to make a Constitution Saving Throw against your Chaos Technique Save DC. On a failed save that creature has disadvantage on all Stregth and Dexterity checks it makes. A creature can attempt to repeat this Saving Throw at the end of its turns.
Health Enfeebleement
You can spend 2 Chaos Points, to force a creature within 60ft. to make a Constitution Saving Throw against your Chaos Technique Save DC. On a failed save that creature has disadvantage on all Constitution Saving Throws it makes. A creature can attempt to repeat this Saving Throw at the end of its turns.
Mental Enfeebleement.
You can spend 3 Chaos Points, to force a creature within 60ft. to make an Intelligence Saving Throw against your Chaos Technique Save DC. On a failed save, that creature has disadvantage on all Intelligence and Wisdom checks. A creature can attempt to repeat this Saving Throw at the end of its turns.
Charismatic Enfeebleement.
You can spend 3 Chaos Points, and temporarily curse a creature within 60ft., causing its face to deform, as well as temper its smell and the way it speaks. That creature must make a Charisma Saving Throw against your Chaos Technique Save DC. On a failed save that creature has disadvantage on all Charisma checks it makes. This curse lasts for 1 hour, or until it is removed, either by a spell such as Remove Curse.
Chaos Charm.
You can spend 3 Chaos Points to attempt and charm a creature within 60ft. of you. That creature must make a Wisdom Saving Throw against your Chaos Technique Save DC. On a failed save, that creature is charmed by you. A creature can attempt to repeat this Saving Throw at the end of its turns or when it is damaged by you or 1 of your allies.
Chaotic Confusion.
You can spend 3 Chaos Points to attempt and momentarily control a creature within 60ft. of you. That creature must make a Wisdom Saving Throw against your Chaos Technique Save DC. On a failed save, that creature takes 1d6 Psychic Damage, and must attack another creature or object of your choice, within its movement range.
Chaos Eruption.
You can spend 2 Chaos points, to cause an explosion of pure magical chaotic energy, to erupt in a line in front of you. The line is 30ft. long and 5ft. wide. every creature within that line must make a Dexterity Saving Throw against your Chaos Technique Save DC. On a failed save, they take 3d6 Force Damage, and only half as much on a successful save.
Primal Fear.
You can spend 1 Chaos Points to attempt and invoke the primal fear of 1 creature that you can see, and it can see you. That creature must succeed a Wisdom Saving Throw against your Chaos Technique Save DC. On a failed save it is Frightened of you. The creature can attempt to repeat this Save at the end of each of its turns, ending the condition on a successful save.
Illusions of Chaos.
You can spend 4 Chaos Points, and force 1 creature to make a Wisdom Saving Throw against your Chaos Technique Save DC. On a failed save, you infect that creature's mind with illusions you created. The Illusion created can be of an object that is no longer than a 10-foot cube, or of a large sized or smaller creature. The creature can attempt to examine the illusion, and upon touching it, it realises it is an illusion and the effect fades. This illusion also includes sound, temperature, smell and it can only be perceived by the affected creature. You can spend an additional 4 Chaos Points to effect another creature of your choice.
Chaos Teleport.
As a bonus action, you can spend 2 Chaos Points, to teleport to an unnocupied space, that you can see within 30ft. of you. At the end of your turn, you teleport to 1 random unnocupied spot within 30ft. of you.
Chaos Burst.
You can spend 5 Chaos Points, and cause an explosion of pure magical chaotic energy to a place of your choice within 90ft. of you. The explosion has a 30-foot radius, and every creature within that radius must make a Dexterity Saving Throw against your Chaos Technique Save DC. On a failed save, they take 8d8 Force Damage, and only half as much on a successful save.
Chaos Augmentation.
As a bonus action, you can spend 8 Chaos Points, to gain advantage on all of the rolls you make, until the end of your turn.
Champion of Chaos.
As a bonus action, you can spend 10 Chaos Points, and envelop yourself in chaotic energy. You gain the following benefits for 1 minute.
- All of your attacks deal an extra 2d4 force damage.
- You gain advantage on one random saving throw.
- You can see in natural and magical darkness, in a 120ft. range.
Chaos Nova.
You can spend 15 Chaos Points, and create a giant orb of pure chaos energy on your hands. Every creature within a 60ft. radius of the point you throw your orb of chaos, must make a Dexterity Saving Throw against your Chaos Technique Save DC. On a failed save, they take 15d8 Force Damage, and only half as much on a successful save.
Mass Enfeeblement.
You can spend 15 Chaos Points, and target a number of creatures up to your Constitution Modifier. Those creature must make a Saving Throw against your Chaos Technique Save DC with an attribute of your choice. The effects of these feature depend on the attribute you chose. Those effects are listed below:
- Constitution Saving Throw: Those creatures are affected by your Physical Enfeeblement & Health Enfeeblement Chaos Techniques.
- Intelligence Saving Throw: Those creatures are affected by your Mental Enfeeblement, and they have disadvantage on all Intelligence Saving Throws they make for
1d4 rounds. - Charisma Saving Throw: Those creatures are affected by your Charismatic Enfeeblement, and they have disadvantage on all Charisma Saving Throws they make
for 1d4 rounds.
Avatar of Chaos.
As a bonus action, you can spend 15 Chaos Points, and envelop yourself in pure chaos energy, and become an avatar of pure chaos itself. You gain the following benefits for 1 minute.
- You grow spectral wings of pure chaos energy on your back. You gain a flying speed equal to your movement speed.
- All of your attacks deal an extra 2d8 force damage.
- You gain blindsight with a range of 15ft.
Chaos Smite
Starting at 3rd level, you can enhance one of your attacks with your chaotic powers. Once per turn, when you hit a creature with a melee attack, you can expend 2 chaos points to deal an additional 1d8 force damage to that target.
This die increases to 2d8 at 7th level, 3d8 at 10th level and 4d8 at 15th level.
Mystical Chaos
When you reach 7th level, you can gain proficiency with the Arcana (Intelligence) skill or Aura (Constitution, Intelligence, Wisdom or Charisma) skill. If you already have proficiency with this skill, you gain expertise instead.
Manipulation of Chaos
Starting at 10th level, when you roll to use a Chaos Technique and you roll a 1 or a 6 on your 1d6, you can treat that result as a 3. This feature can only be used once per long rest.
Chaos Mastery
At 18th level, your chaos powers have reached their peak. Once per turn, when you use a chaos technique, you can forgo the 1d6 roll, and instead choose to replace the effect of that chaos technique, with an effect from the Chaos Surge Table. This feature can be used twice per short rest.
Chaos Restoration
At level 15th as a bonus action, you can expend 2 Chaos Points, to heal yourself for 1d10 + your Constitution Modifier. You can expend 1 or more Chaos Points, to heal yourself for an additional 1d8 Hit Points, to a maximum of 3d8 Hit Points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/15/2026 7:50:25 PM
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3
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1
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1.0
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Coming Soon
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