Chaos Knight (3.5e Class)
Chaos Knight
Chaos Knights follow Chaos, the primordial god. Chaos grants his knights with great power in order to spread chaos everywhere.
Making a Chaos Knight
A chaos knight is most effective at up close combat with some spellcasting abilities.
Abilities: Strength is the most important attribute for this class as it improves odds of doing damage. Charisma is also important as it is the ability modifier for spheres.
Races: Any.
Alignment: Any Chaotic
Starting Gold: 5d6×10 gp (175 gp).
Starting Age: As Druid
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +1 | +1 | +1 | Intimidating Weapon | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +1 | +1 | +1 | Sphere (Chaos) | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +2 | +1 | +1 | |||||||||||||||||||||||||||||||||||||
4th | +4 | +2 | +2 | +2 | Improved Damage Modifier | ||||||||||||||||||||||||||||||||||||
5th | +5 | +3 | +2 | +2 | |||||||||||||||||||||||||||||||||||||
6th | +6 | +3 | +2 | +2 | Special Mount | ||||||||||||||||||||||||||||||||||||
7th | +6/+1 | +4 | +3 | +3 | Additional Sphere, Sphere Access Upgrade - Basic to Advanced | ||||||||||||||||||||||||||||||||||||
8th | +7/+2 | +4 | +3 | +3 | Improved Damage Modifier | ||||||||||||||||||||||||||||||||||||
9th | +8/+3 | +5 | +3 | +3 | |||||||||||||||||||||||||||||||||||||
10th | +9/+4 | +5 | +4 | +4 | |||||||||||||||||||||||||||||||||||||
11th | +10/+5 | +6 | +4 | +4 | |||||||||||||||||||||||||||||||||||||
12th | +11/+6 | +6 | +4 | +5 | Additional Sphere, Improved Damage Modifier, Sphere Access Upgrade - Basic to Advanced | ||||||||||||||||||||||||||||||||||||
13th | +12/+7/+1 | +7 | +5 | +5 | |||||||||||||||||||||||||||||||||||||
14th | +13/+8/+2 | +7 | +5 | +6 | |||||||||||||||||||||||||||||||||||||
15th | +14/+9/+3 | +8 | +5 | +6 | Sphere Access Upgrade - Advanced to Expert | ||||||||||||||||||||||||||||||||||||
16th | +15/+10/+4 | +8 | +6 | +7 | |||||||||||||||||||||||||||||||||||||
17th | +16/+11/+5 | +9 | +6 | +7 | Additional Sphere, Sphere Access Upgrade - Basic to Advanced | ||||||||||||||||||||||||||||||||||||
18th | +17/+12/+6 | +9 | +6 | +8 | |||||||||||||||||||||||||||||||||||||
19th | +18/+13/+7 | +10 | +7 | +8 | |||||||||||||||||||||||||||||||||||||
20th | +19/+14/+8 | +10 | +7 | +9 | Sphere Access Upgrade - Advanced to Expert | ||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features
The class features pertain to gifts by a higher power. All of the following are class features of the Chaos Knight.
Weapon and Armor Proficiency: Unarmed attacks, two-handed weapons, all armor types, all shields.
Intimidating Weapon (Ex): A Chaos Knight at 1st level can wield a weapon 1 size category larger without any penalties or circumstances. This only applies to weapon proficiency (two-handed weapons) gained through this class (except for unarmed attacks).
Sphere (Su): At 2nd level, the Chaos Knight gains the Chaos sphere. Every 5 levels thereafter, the Chaos Knight gains additional spheres as per the rules explained here.
Improved Damage Modifier (Ex): At 4th level, a Chaos Knight increases their natural strength modifier by half or x1.5 (magical enhancements to strength do not count for this ability unless it is a permanent). At 8th level, the damage modifier gains an additional .5 or x2. At 12th level, the damage modifier gains an additional .5 or x2.5.
Sphere Access (Su): At 7th level, and every 5 levels after (Except for 20th), the Chaos Knight can change their access to one of their spheres from Basic to Advanced. At 15th and 20th level, the Chaos Knight can change their access from an Advanced one to Expert.
Special Mount (Sp): At 6th level, the Chaos Knight may magically call a mount similar to the Paladin from the respectively aligned planar realm: Chaotic Good - Celestial Warhorse from Arborea; Chaotic Neutral - Slaad Mount from Limbo; Chaotic Evil - Infernal Mount [for both the Slaad and Infernal Mount add Teifling racial stat bonus and features, and physical features (e.g. horns, oozing slime) with the Heavy Warhorse as the base].
Immortally Young (Su): At 15th level, a Chaos Knight no longer ages. Any penalties due to aging are removed. The character still dies at the time of death.
True Immortality (Su): At 20th level, a Chaos Knight is now immortal. Should the Chaos Knight's health reach -10 or an ability score drops to 0, the knight disappears in a cloud of smoke, all items on the Knight goes with them. 1d6 weeks later, the Chaos Knight reappears at a random location (Typically where the DM decides) at full health and original ability scores, as if it had never happened. Since the character didn't necessarily die in the traditional sense, no penalties associated with death occur. Due to the nature of this class feature, the levels stop at 20 for this base class.
Ex-Chaos Knights
If the base creature should take on levels in lich or anything that in some way adds the undead template, the character cannot take levels in Chaos Knight. However, the Chaos Knight retains their class features.
Epic Chaos Knight
Due to the limitations implied with true immortality, there are none.
Nephilim Chaos Knight Starting Package
Weapons: Bastard Sword, Crossbow.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Control Shape | 4 | Wis | — |
Craft | 4 | Int | — |
Escape Artist | 4 | Dex | -4 |
Intimidate | 4 | Cha | — |
Knowledge (Religion) | 4 | Int | — |
Knowledge (The Planes) | 4 | Int | — |
Use Rope | 4 | Dex | -4 |
Feat: Two Weapon Fighting (If Dex is over 14) Toughness, Alertness, Great Fortitude, Iron Will, or Power Attack. (Pick 3)
Gear: Scale Mail Armor, Case of bolts, spell component pouch, backpack with waterskin, belt, clothes, 2 days' trail rations, bedroll.
Gold: 1d4 GP.
Playing a Chaos Knight
Religion: A chaos Knight follows by some core religious belief, whether it be some deity or a Domain itself (Such as War, Chaos, Etc).
Other Classes: Paladins, Clerics, and Druids are ones to be unfriendly at best, hostile at worst. Warriors and Barbarians would see them as friendly rivals or a fellow sword to the cause. Mages and Sorcerers find the limited spell pool a fascination but more look at the Chaos Knight in ways similar to that of a fighter type class. Chaos Knights and Psions are not familiar with one another
Combat: Chaos Knights tend to be the one right there in the heat of battle, wielding their powerful weapon against enemies and slaying said enemies to further their ascention towards immortality.
Advancement: Depending on how members of this class progresses, they could either move on to a more divine calling or be corrupted into becoming a lich for those that never reach that true immortality.
Chaos Knights in the World
“ | I assume you have heard of the four horsemen of the apocalypse. My past is their past. Few can comprehend the truth of their true origin. | ” |
—Pyre, Chaos Knight |
Chaos Knights fit where their base races would be most accepted. Mainly locations not so religiously devoted are tolerable. Some warmage encampments find such knights a good, competitive rival.
Daily Life: Their daily life is like that of a Warmage, but with a more religious devotion to their cause.
Notables: The four horsemen of the apocalypse.
Organizations: The last known congregation of Chaos Knights were only a few that teamed up to prevent a devastating war (as indicated in 'Notables'). These knights have since disappeared to history.
NPC Reactions: Most find Chaos Knights as a sort of Paladin. Given the exclusivity of the race that can take this class though, there are other associations. Some devout religious types find these sorts as heretics.
Chaos Knight Lore
Characters with ranks in Knoweldge (Religion) can research Chaos Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | "Chaos Knights are powerful fighters, similar to Warmages in most respects." |
10 | "Chaos Knights have access to the very magics that demons also have access to. They also have the ability to summon a Mount very similar to Paladins. Chaos Knights seem to be closely related to the fabled four horsemen of the apocalypse." |
15 | "The powers of a chaos knight are gifts from a higher power. This seemingly divine mentor is believed to have been around during the time of creation." |
20 | A particular Chaos Knight and their last known location and latest deed. |
30 | "A Chaos Knight's ultimate destiny is to become the high general of their deity, serving as the harbringer of the very belief that drove them to follow the ways of the Chaos Knight." |
Chaos Knights in the Game
The chaos knight would be a powerful figher or even a power-oriented warmage.
Adaptation: Possibly use the first 10 levels as a warmage prestige class and levels 11-20 as epic prestige class levels. Entry requirements to DM's discretion.
Chaos Knight Mount
Special Attacks:
Celestial Mount - Smite Evil (Su): Once per day it can make a normal melee attack deal extra damage equal to its HD against an evil foe.
Slaad Mount - Imbue Pellet (Su): Once per day it can make a normal bite melee attack deal 2d6 extra damage or half if a save of DC 10 + HD. It can choose to deal either acid, cold, or electricity damage.
Infernal Mount - Darkness (Sp): Once per day it may cast a darkness spell as a caster level equal to a third of its HD rounding down centered around itself.
Back to Main Page → 3.5e Homebrew → Classes
Chaos Knight Level | Bonus HD | Natural Armor Adj. | Strength Adj. | Int | Resistance to Acid, Cold, Electricity | Damage Reduction | Special |
---|---|---|---|---|---|---|---|
7th-10th | +3 | +4 | +1 | 7 | 5 | — | Empathic link, Improved evasion, Share saving throws |
11th-14th | +6 | +6 | +2 | 8 | 10 | 5/magic | Improved speed (+10') |
15th-20th | +9 | +8 | +3 | 9 | 10 | 10/magic | Spell resistance HD + 5 |