Chaos Knight (5e Class)

This page is of questionable balance. Reason: See the talk page. In short, it gets a magical weapon at level one, powerful damage reduction at early levels, and the subclass options offer a variety of overpowered features, from a +5 bonus to a bunch of checks, to gaining temporary hitpoints when you hit a creature with a weapon attack, to dealing double damage to a number of creatures for a minute and paralyzing them It definitely needs to be rebalanced.


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Chaos Knight

Chaos knights are servants of dark powers. They are bonded to a sentient weapon called a chaotic weapon, which grants them magical powers and great prowess in combat.

Death and destruction

A lone knight stands before a burning village, having killed every man, woman and child in the village alone. Chaos knights are the epitome of death, sparing no one from their fate and bringing nothing but death and destruction to all in their path.

Creating a Chaos Knight

Quick Build

You can make a chaos knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier background.

Class Features

As a Chaos Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Chaos Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Chaos Knight level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Torture tools
Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Perception, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • your chaotic weapon
  • (a) chain mail or (b) scale mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a priest's pack or (b) an explorer's pack

Table: The Chaos Knight

LevelProficiency
Bonus
FeaturesSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Chaotic Weapon (+1)
2nd+2Armor Mastery (2), Spellcasting, Fighting Style22
3rd+2Doom33
4th+2Ability Score Improvement33
5th+3Chaotic Weapon (+2), Extra Attack442
6th+3Armor Mastery (3)442
7th+3Doom Feature543
8th+3Ability Score Improvement543
9th+46432
10th+4Armor Mastery (4)6432
11th+4Chaotic Weapon (+3)7433
12th+4Ability Score Improvement7433
13th+584331
14th+5Armor Mastery (5)84331
15th+5Doom Feature94332
16th+5Ability Score Improvement94332
17th+61043331
18th+6Armor Mastery (6)1043331
19th+6Ability Score Improvement1143332
20th+6Doom Feature1143332

Chaotic Weapon

You have a unique sentient non-magical weapon called a Chaotic Weapon bound to your soul. A Chaotic Weapon can take the form of any melee weapon which does not have the light or finesse properties and it loses it's weight properties. The weapons special purpose is destruction. You gain a +1 bonus to attack and damage rolls made with your Chaotic Weapon. The bonus to attack and damage rolls increases by 1 at 5th level (+2), and again at 11th level (+3). Starting at 10th level, a Chaotic Weapon deals extra damage of the weapon's type equal to the weapon's damage die whenever you hit with it. Your Chaotic Weapon can't be damaged while you are alive. If your Chaotic Weapon ever leaves your hand, you may summon it back into your hand as a bonus action.


Armor Mastery

Starting at 2nd level, as long as you are wearing armor you take 2 less points of damage from bludgeoning, piercing, and slashing damage. The amount of damage you may ignore increases by 1 at 6th level (3 points), 10th level (4 points), 14th level (5 points), and 18th level (6 points).

Spellcasting

Beginning at 2nd level, you can augment your martial prowess with spells. You can cast spells from the Wizard spell list. At 2nd level, you know three cantrips of your choice from the Wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chaos Knight table. Charisma is your spellcasting ability for your spells.

Fighting Style

Beginning at 2nd level you start adopting a specific style of combat. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense While you are wearing armor, you gain +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 re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

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.

"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.

Doom

At 3rd level, you choose a path which you follow to spread death and destruction. Your choice of doom grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Harbinger

The Harbinger's doom is focused on spreading fear.

Terrible Presence

Beginning when you choose this Doom at 3rd level, you gain a +5 bonus to Charisma (Intimidation and Persuasion) checks. At 15th level, the bonus to Charisma (Intimidation and Persuasion) checks increases to +10.

Fear Aura

Starting at 7th level, you can use your action to frighten enemies with your presence. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of your next turn. This effect ends if the creature ends its turn out of line of sight (behind full cover) or more than 30 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. You can use this feature a number of times equal to half your chaos knight level, regaining all uses of this feature once you finish a long rest.


Destruction Aura

At 20th level, you become a perfect engine of destruction, emanating an aura of chaos in a 60-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or for 1 minute take double damage from your attacks and spells and not be able to reduce or ignore damage from your attacks and spells, including by otherwise applicable resistances and immunities. Anyone, that isn't your ally, within a 5 foot radius also makes a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), on a failed save anyone affected is paralyzed. A creature that has been paralyzed by this feature can make another Constitution save at the end of each of its turns. On a success, it is no longer paralyzed. Once you have used this feature, you can't use it again until you finish a long rest.

Ravager


The Ravager's doom is focused on reckless, savage damage-dealing.

Revel in Carnage

Beginning when you choose this Doom at 3rd level, you gain 1 temporary hit point whenever you hit a creature with a melee attack.

Brutal Critical

Once you reach 7th level, your critical hits are more powerful. When you score a critical hit, roll all the attack's damage dice three times rather than twice.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 19-20.

Unstoppable Destruction

At 20th level, you become the ultimate bringer of death and destruction. Every spell that requires an action to use, you can now use as a bonus action.

Multiclassing

Prerequisites. To qualify for multiclassing into the chaos knight class, you must meet these prerequisites: Strength 15, Charisma 13, any evil Alignment

Proficiencies. When you multiclass into the chaos knight class, you gain the following proficiencies: all armor, all shields, All weapons



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