Chaos Wielder (3.5e Class)

Chaos Wielder

The world is merely the energy of chaos bound into form by order. Chaos wielders are individuals who were born with an innate ability to manipulate the chaotic forces of the universe. Chaos wielders learn to live their lives in agreement with these forces, to the point at which they are the focus for these Chaotic forces in the never ending dance with Order.

Making a Chaos Wielder

While every chaos wielder is a strong offensive spellcaster, they may take additional roles as party faces, fighters, support spellcasters or skill users depending on their specialties that they choose.

Abilities: Wisdom is most important for chaos wielders, as it affects the strength of their spells as well as their spells per day. In addition, every chaos wielder can benefit from a high Constitution or Intelligence score for the extra hit points and skills. Generally the specialties a chaos wielder selects allows for any distribution of ability scores as long as they have a high Wisdom score.

Races: Chaos wielders are most common among the chaotically aligned races such as Elves and Orcs as well as in generally neutral races like Humans. Chaos Wielders can even be found among lawful races such as Dwarves and Gnomes, but they are less common. It is believed that the powers chaos wielders possess may be the result of some chaotic outsider ancestry or a close connection a race has with the chaotic forces of the universe.

Alignment: Any nonlawful.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Moderate.

Table: The Chaos Wielder

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 Aversion to Order, Chaotic Aura, Magic Specialty, Training Specialty 31
2nd+1+0+0+3 - 42
3rd+1+1+1+3 Detect Chaos/Law (30ft) 421
4th+2+1+1+4 - 432
5th+2+1+1+4 Bonus Feat, Erratic Soul 4321
6th+3+2+2+5 Detect Chaos/Law (50ft) 4432
7th+3+2+2+5 - 44321
8th+4+2+2+6 - 44332
9th+4+3+3+6 Detect Chaos/Law (70ft) 444321
10th+5+3+3+7 Bonus Feat 444332
11th+5+3+3+7 - 4444321
12th+6/+1+4+4+8 Detect Chaos/Law (90ft) 4444332
13th+6/+1+4+4+8 Chaos Focus 44444321
14th+7/+2+4+4+9 - 44444332
15th+7/+2+5+5+9 Bonus Feat, Detect Chaos/Law (110ft) 444444321
16th+8/+3+5+5+10 - 444444332
17th+8/+3+5+5+10 - 4444444321
18th+9/+4+6+6+11 Detect Chaos/Law (130ft), Youthful Body 4444444332
19th+9/+4+6+6+11 - 4444444433
20th+10/+5+6+6+12 Bonus Feat, Released Chaos 4444444444

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis) and Spellcraft (Int).

Class Features

Chaos Wielders gain some weapon and armor proficiencies as well as some features associated with their connection to chaotic forces. They also gain a variety of offensive based spells and additional benefits depending on their magic specialty and their training specialty. All of the following are class features of the chaos wielder.

Weapon and Armor Proficiency: Chaos wielders are proficient with all simple weapons plus one light or one-handed martial weapon of their choice. Chaos wielders are proficient with light armor, but not shields (including tower shields). Chaos wielders do not incur an arcane spell failure chance from light armor or from carrying anything lighter than a light load.

Spells: A chaos wielder casts divine spells. They must prepare their spells ahead of time the way a cleric must and require a Wisdom score of 10 + Spell Level to prepare/cast a spell. The DC against a chaos wielder's saving throw is equal to 10 + Spell Level + Chaos Wielder's Wisdom Modifier. All chaos wielders have access to the following spells in addition to the spells provided by their specialty (See below):

0Acid Splash, Dancing Lights, Daze, Detect Poison, Detect Magic, Flare, Ghost Sound, Light, Message, Prestidigitation, Purify Food and Drink, Read Magic, Touch of Fatigue

1stBane, Burning Hands, Cause Fear, Charm Person, Chill Touch, Color Spray, Command, Deathwatch, Detect Chaos/Law, Detect Secret Doors, Entropic Shield, Erase, Faerie Fire, Grease, Hold Portal, Hypnotism, Magic Aura, Pass without Trace, Produce Flame, Protection from Chaos/Law, Ray of Enfeeblement, Silent Image, Summon Monster I (Chaotic only)

2ndAcid Arrow, Align Weapon (Chaotic only), Arcane Lock, Blur, Continual Flame, Darkvision, Daze Monster, Eagle's Splendor, Enthrall, Fire Trap, Flame Blade, Flaming Sphere, Fox's Cunning, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, Owl's Wisdom, Pyrotechnics, Scare, Scorching Ray, See Invisibility, Shatter, Sound Burst, Spectral Hand, Summon Monster II (Chaotic only), Touch of Idiocy, Zone of Truth

3rdBlink, Clairaudience/Clairvoyance, Contagion, Daylight, Displacement, Fireball, Flame Arrow, Illusory Script, Lightning Bolt, Magic Circle against Chaos/Law, Major Image, Poison, Rage, Ray of Exhaustion, Suggestion, Summon Monster III (Chaotic only), Telepathic Bond (Lesser)

4thArcane Eye, Bestow Curse, Black Tentacles, Blight, Chaos Hammer, Charm Monster, Confusion, Detect Scrying, Discern Lies, Fear, Fire Shield, Flame Strike, Freedom of Movement, Geas (Lesser), Hallucinatory Terrain, Invisibility (Greater), Invisibility Purge, Invisibility Sphere, Minor Creation, Neutralize Poison, Planar Ally (Lesser) (Chaotic Only), Repel Vermin, Scrying, Sending, Shout, Summon Monster IV (Chaotic only), Wall of Fire

5thAtonement, Cloudkill, Command (Greater), Contact Other Plane, Dispel Chaos/Law, Dominate Person, False Vision, Feeblemind, Major Creation, Mind Fog, Mirage Arcana, Planar Binding (Lesser) (Chaotic only), Prying Eyes, Seeming, Sending, Shadow Evocation, Summon Monster V (Chaotic only), Telepathic Bond, Waves of Fatigue

6thAntilife Shell, Animate Objects, Chain Lightning, Disintegrate, Eagle's Splendor (Mass), Eyebite, Fire Seeds, Fox's Cunning (Mass), Geas/Quest, Mislead, Owl's Wisdom (Mass), Planar Ally (Chaotic only), Planar Binding, Programmed Image, Suggestion (Mass), Summon Monster VI (Chaotic only), True Seeing, Veil

7thDelayed Blast Fireball, Fire Storm, Insanity, Invisibility (Mass), Plane Shift, Prismatic Ray, Project Image, Scrying (Greater), Summon Monster VII (Chaotic only), Word of Chaos

8thCloak of Chaos, Charm Monster (Mass), Demand, Horrid Wilting, Incendiary Cloud, Maddening Scream, Planar Ally (Greater) (Chaotic only), Prying Eyes (Greater), Reverse Gravity, Scintillating Pattern, Shadow Evocation (Greater), Shout (Greater), Summon Monster VIII (Chaotic only), Symbol of Insanity

9thAntipathy, Clone, Dominate Monster, Foresight, Gate, Meteor Swarm, Summon Monster IX (Chaotic only), Time Stop

Aversion to Order: Chaos wielders not only obtain their magic from the world's chaotic forces, but they are part of them too. Thus chaos wielders must be free of obstructions that prevent their erratic movements. Chaos wielders receive a -1 penalty to attack rolls when wearing medium armor and a -2 penalty to attack rolls when wearing heavy armor. Chaos wielders may not willingly use a lawful aligned weapon/armor/equipment/item or else they suffer (Caster Level of the Object - (Chaos Wielder Level / 2) rounded down) non-lethal damage that cannot be healed as long as the object is held. These penalties cannot be removed without becoming an Ex-Chaos Wielder (See below).

Chaotic Aura: Chaos wielders radiate a chaotic aura whose strength is based on their class level. This functions just like the cleric's aura except it is only chaotic.

Magic Specialty: At 1st level a chaos wielder must select a single magic specialty from the list below. Each magic specialty grants an effect and gives additional spells that the chaos wielder could prepare at the specified spell level. A chaos wielder may never change their magic specialty unless extraordinary circumstances allow it (Dungeon Master's choice). In such cases all remnants of the previous magic specialty are lost and the powers of the new one are adopted retroactively. Here are the magic specialties (Note that some specialties have prerequisites):

Table: Chaos Wielder Magic Specialties
Magic Specialty Name Prerequisites Effect Additional Spells
EarthConstitution Score of at least 14
Cannot have any racial association with air or water (i.e. no air/water subtype, cannot have any feats/specializations that grant abilities based on air/water, etc.)
Change your Base Fortitude Save build to Good for this class (Follow the Will progression)

Add the following as class skills: Climb (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Survival (Wis)
0Mage Hand
1stEntangle, Magic Stone
2ndSoften Earth and Stone, Warp Wood, Wood Shape
3rdMeld into Stone, Stone Shape
4thSpike Stones, Stoneskin
5thTransmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Wall of Thorns
6thFlesh to Stone, Move Earth
7thAnimate Plants
8thEarthquake, Repel Metal or Stone
9thElemental Swarm (Earth or Fire Only)
EnergyCharisma Score of at least 14Cast spells with the fire or electricity descriptor at a +1 caster level

You may spontaneously convert prepared spells to an inflict or harm spell of the same level
0Inflict Minor Wounds
1stInflict Light Wounds
2ndInflict Moderate Wounds
3rdInflict Serious Wounds
4thInflict Critical Wounds
5thInflict Light Wounds (Mass)
6thHarm, Inflict Moderate Wounds (Mass)
7thInflict Serious Wounds (Mass)
8thInflict Critical Wounds (Mass)
LightWisdom score of at least 14 and an Intelligence score of at least 10Cast illusion spells at a +1 caster level

Add the following as class skills: Knowledge (geography) (Int), Knowledge (nature) (Int), Search (Int), Spot (Wis)
0Cure Minor Wounds, Know Direction
1stEndure Elements, True Strike
2ndGlitterdust, Heat Metal
3rdBlindness/Deafness, Protection from Energy, Searing Light
4thDivine Power, Rainbow Pattern
5thMark of Justice, Persistent Image
6thFind the Path, Permanent Image
7thPower Word Blind, Sunbeam
8thPrismatic Wall, Screen, Sunburst
9thPrismatic Sphere, Sympathy
SupportNoneIncrease the range of your Detect Chaos/Law class ability by 5ft * (chaos wielder level / 2 rounded up)

Gain an additional 1 skill point per level from this class (an additional 4 at level 1)

Add the following as class skills: Heal (Wis), Listen (Wis), Spot (Wis), Survival (Wis)
0Cure Minor Wounds
1stRemove Fear
2ndCure Light Wounds
3rdRemove Blindness/Deafness, Remove Curse, Remove Disease
4thCure Moderate Wounds
5thRestoration
6thBreak Enchantment, Cure Serious Wounds
7thRaise Dead (Non-Lawful Creatures only)
8thCure Critical Wounds, Regenerate, Restoration (Greater)
WeatherDexterity Score of at least 14
Cannot have any racial association with earth or fire (i.e. no earth/fire subtype, cannot have any feats/specializations that grant abilities based on earth/fire, etc.)
Change your Base Reflex Save build to Good for this class (Follow the Will progression)

Add the following as class skills: Balance (Dex), Knowledge (geography) (Int), Survival (Wis), Swim (Str)
0Ray of Frost, Know Direction
1stFeather Fall, Obscuring Mist
2ndFog Cloud, Gust of Wind
3rdSleet Storm, Water Breathing, Water Walk, Wind Wall
4thAir Walk, Solid Fog
5thControl Winds, Ice Storm
6thCone of Cold
7thAcid Fog, Control Weather
8thWhirlwind
9thElemental Swarm (Air or Water only), Storm of Vengeance

Training Specialty: At 1st level a chaos wielder must select a training specialty from the list below. Each training specialty may or may not grant a chaos wielder additional abilities, skills, etc. A chaos wielder may never change their training specialty unless extraordinary circumstances allow it (Dungeon Master's choice). In such cases all remnants of the previous training specialty are lost and the powers of the new one are adopted retroactively. Here are the training specialties (Note that some training specialties have prerequisites):

Table: Chaos Wielder Training Specialties
Training Specialty Name Prerequisites Effect
CombatNoneImprove your base attack bonus progression for this class to that of a Rogue

You may select fighter feats for the bonus feats provided by this class
InteractionNoneAdd the following as class skills: Bluff (Cha), Disguise (Cha) and Sense Motive (Wis)

Gain an additional 2 skill points per level (An additional 8 at level 1)

You may select either metamagic or fighter feats as bonus feats when this class grants you a bonus feat, however the number of metamagic feats gained in this way can never be more than 1 of the number of fighter feats and vice versa
KnowledgeIntelligence Score of at least 14Add all Knowledge (Int) skills as class skills

You may select metamagic feats for the bonus feats provided by this class

Detect Chaos/Law (Xft) (Sp): At level 3 chaos wielders may use the spells Detect Chaos or Detect Law at will as a spell-like ability with a caster level equal to their chaos wielder level. Instead of a cone shaped area, however, this ability has a radius indicated in parentheses (X). The radius is 30ft at level 3 and increases by 20ft every 3 levels beyond 3rd level.

Bonus Feat: At levels 5, 10, 15 and 20 chaos wielders gain a bonus feat. This feat can be of the type allowed by their training specialty or one of the following (Chaos wielders must still meet all prerequisites for these feats): Alertness, Armor Proficiency (Any), Eschew Materials, Great Fortitude, Greater Spell Focus, Iron Will, Lightning Reflexes, Shield Proficiency (Any), Spell Focus and Spell Penetration.

Erratic Soul: At level 5, chaos wielders may choose to use this ability whenever they cast a spell from this class that requires a saving throw or an attack roll to be made. They must choose to do so before they roll to determine the results. All such spells add 1d5-3 to their save DC or attack roll (Thus resulting in either a -2, -1, +0, +1, +2 to the DC or attack roll).

Chaos Focus (Su): At level 13, chaos wielders become chaos focuses. Chaos focuses describe individuals who represent the will and strength of the chaotic energies that govern the universe in a constant dance with the lawful forces. Chaos focuses gain a +1 enhancement bonus to AC and saving throws against creatures with the lawful subtype, creatures native to a plane that is at least mildly lawful, lawfully aligned weapons and spells with the lawful type.

Youthful Body (Ex): At level 18, chaos wielders achieve perfect control of the chaos around and within themselves. This allows them to channel the negative aspects of aging out of themselves and leave a young body. Chaos wielders no longer incur aging penalties (although bonuses still accrue), but they still die when their time is up. Penalties received before achieving this ability are removed. Reduce the age category ranges by 20% due to the effort and energy expended into maintaining youth.

Released Chaos: At level 20, chaos wielders may increase their ability scores. They may improve any one physical ability score (Strength, Dexterity and Constitution) by 1 or either one mental ability score (Intelligence, Wisdom and Charisma) by 2 or two mental ability scores by 1. This change affects all your ability scores retroactively so if your Constitution or Intelligence scores are increased enough to increase their modifiers then your new Con or Int modifiers are applied to every HD or skill point increase you have. This ability also grants a +1 bonus to Intimidate checks.

Ex-Chaos Wielders

Chaos wielders that are no longer nonlawful or willingly create world changing amounts of order (Dungeon Master's decision) may no longer advance as a chaos wielder. They retain all features of this class except for the ability to cast spells that deal damage that are not provided by your magic specialty or with the chaotic descriptor. Chaos wielders may atone for themselves with an atonement spell cast by someone with a chaotic alignment and by becoming nonlawful again.

Alternatively, Chaos wielders may exchange all their chaos wielder levels for Order Master levels (subject to Dungeon Master's approval). They may make this transfer between chaos and order only once ever or suffer a complete and irreversible death (by any means except a wish or miracle spell). Skill points in skills that are no longer class skills must be reassigned. In this case they must adopt a lawful alignment and change their magic and training specialties according to the following table:

Table: Chaos Wielder to Order Master Magic Specialty Conversion Table
Chaos Wielder Magic Specialty---> Order Master Magic Specialty
EarthEarth
EnergyBalanced
LightSeer
SupportHealer
WeatherWeather
Table: Chaos Wielder to Order Master Training Specialty Conversion Table
Chaos Wielder Training Specialty---> Order Master Training Specialty
CombatCombat
InteractionCrafting
KnowledgeKnowledge

Epic Chaos Wielder

Table: The Epic Chaos Wielder

Hit Die: d6

LevelSpecial
21stDetect Chaos/Law (150ft)
22nd-
23rdBonus Feat
24thDetect Chaos/Law (170ft)
25th-
26thBonus Feat
27thDetect Chaos/Law (190ft)
28th-
29thBonus Feat
30thDetect Chaos/Law (210ft)

4 + Int modifier skill points per level.

Detect Chaos/Law (Xft): The chaos wielder's Detect Chaos/Law class feature continues to progress as normal.


Bonus Feats: The epic chaos wielder gains a bonus feat (selected from the list of epic chaos wielder bonus feats) every 3 levels after 20th.

Epic Chaos Wielder Bonus Feat List: Any feat the non-epic chaos wielder may select as a bonus feat, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment Based Casting (Modified to +2 CL for Chaotic spells), Improved Spell Capacity, Permanent Emanation, Spell Focus, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic. In addition, epic chaos wielders may select from the following list if they have the specified training specialty: (Combat: Armor Skin, Combat Casting, Damage Reduction, Epic Weapon Focus, Epic Prowess, Epic Toughness, Exceptional Deflection, Improved Combat Casting, Improved Combat Reflexes, Infinite Deflection, Perfect Two-Weapon Fighting, Reflect Arrows, Superior Initiative, Two-Weapon Rend), (Interaction: Automatic Silent Spell, Automatic Still Spell, Combat Casting, Epic Leadership, Epic Reputation, Epic Skill Focus, Improved Combat Casting, Multispell, Superior Initiative), (Knowledge: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Enhance Spell, Improved Heightened Spell, Improved Metamagic, Intensify Spell, Multispell)

Human Chaos Wielder Starting Package

Armor: Studded Leather (+3 AC, armor check penalty -1, speed 30ft, 20 lb.).

Weapons: Battleaxe (1d8 crit. x3, 6 lb., one-handed, slashing).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Concentration4Con
Craft (any)4Int
Diplomacy4Cha
Heal4Wis
Intimidate4Cha
Listen4Wis
Knowledge (arcana)4Int
Knowledge (the planes)4Int
Profession4Wis
Spellcraft4Int
Spot4Wis
Survival4Wis

Magic Specialty: Support.

Training Specialty Combat.

Feat: Sculpt Spell.

Bonus Feats: If Intelligence is 13 or higher, Combat Expertise; if Intelligence is 12 or lower Scribe Scroll instead

Gear: Backpack (filled with 11 sheets of parchment, 2 inkpens, a 10 oz. vial of ink, a flint and steel, 3 torches, 50ft of hempen rope with a grappling hook attached, 4 days worth of trail rations and a healer's kit), a winter blanket, a bedroll, a waterskin and a spell component pouch.

Gold: 2 gold pieces and 7 copper pieces.

Playing a Chaos Wielder

Religion: Not all chaos wielders revere deities, but those that do typically revere chaotic deities like Kord, Olidammara and Erythnul (Plus racial deities like Corellon Larethian and Gruumsh). Every chaos wielder respects and devotes themselves to the chaos forces of the universe in some way. Chaos wielders may think of chaos as a force of nature or the combined will of chaotic creatures or even in some cases as a deity in its own right. All chaos wielders also accept the existence of order, but whether they approve of it or not is a different issue.

Other Classes: Chaos wielders are appreciated by any class that likes someone to cast offensive (and possibly support) spells and can handle their own in personal combat. While Chaos Wielders are not necessarily the best "team" players, they can easily become the center of a party with their capability to stand alone and help their allies with a few skills and support spells.

Combat: Chaos wielders are the demons of combat. They have a large selection of offensive options that they can unleash upon their foes in addition to aiding an ally here or there. A single chaos wielder could probably take on more than what a single wizard or sorcerer could in battle and win. A team of chaos wielders is something to truly fear should you ever join their list of enemies.

Advancement: Chaos wielders best advance as either a chaos wielder or a prestige class that increases their caster level. They definitely don't need skill points and armor proficiencies are useless with their Aversion to Order restrictions. Taking levels in Barbarian or Ranger might improve their survivability in close combat, but they don't really need that as long as they have a fireball prepared.

Chaos Wielders in the World

The will of Chaos will consume all when I finish here. This world will experience both the joy of life and the pain of destruction in a burst of flame!
—Ghark Torgak (otherwise known as the Mad Flame), Half-Orc Barbarian/Chaos Wielder

Chaos wielders are found everywhere and anywhere, but can be located mostly by the amount of change areas they inhabit endure.

Daily Life: Many chaos wielders cannot handle their life being the same every day. Their connection to chaos influences their personality to always seek change in both themselves and around them. This can be anything from redecorating a room to toppling a kingdom. Some chaos wielders learn to control these urges to a limited degree, but generally no chaos wielder has what can be termed a "daily life".

Notables: The most notable chaos wielders were Emperor Lorn'elth'alt'mer, Lord Jeslek and Cerryl the great. Lorn (without all his honorifics) united the first successful country of both Order Masters and Chaos Wielders and was known for his exceptional skill in leading armies with his blade and destroying the enemy with his control of Chaos. Lord Jeslek was probably the most powerful chaos wielder to ever exist and he used his power to raise entire mountains and generally sculpt many landmarks of the world, but he was assassinated in a power struggle within his own kingdom. Cerryl the great lived in the time of Jeslek in the same kingdom, but he was of lower rank at the time of Jeslek's death. Cerryl eventually cleared the kingdom of schemers, balanced the power of chaos with some Order (People say he lost connection with Chaos and became an Order Master, but nobody wanted to risk getting fried just to find out) and ruled the kingdom well and peacefully up until his death of old age.

Organizations: Chaos wielders generally either travel alone or gather in large groups to rule countries.

NPC Reactions: Many fear the wrath of chaos wielders, but chaos wielders that built a reputation for justice are simply respected with a small amount of fear.

Chaos Wielder Lore

Characters with ranks in Knowledge (arcana) or Knowledge (the planes) can research chaos wielders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana) or Knowledge (the planes)
DCResult
5This spellcaster draws their power from arcane sources.
10This spellcaster is most likely a Chaos Wielder who typically have offensive spells.
15Chaos Wielders draw their power from chaotic sources and can specialize in different aspects of magic.
20Chaos Wielders are spellcasters capable of holding their own in combat. Their spells are mostly of the conjuration, divination, enchantment, evocation, illusion and necromancy magic schools.

Chaos Wielders in the Game

Chaos wielders will fill the party role as offensive mage. They can also fill the role of party face, secondary combatant and minor support mage depending upon their specialties.

Adaptation: One possible chaos wielder variant is the multi-magic specialist (Which trades your Bonus Feats in for an additional Magic Specialty (You may not select both Earth and Weather as your specialty)).

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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gollark: Wait, oops, wrong channel.
gollark: Probably just n-grams.
gollark: I mean, it is arguably "gay" as same-polarity things attract, except there's only one polarity.
gollark: Meh.
gollark: Which I suppose is more bisexual. But whatever.
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