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Chaos Knight

Order of Chaos Paladin

Spatial Rift

At the 3rd level, when you undertake your vows, you can use your chaotic powers to open
up a rift between you an another creature. This ability has a 40 feet range. As an
action or part of an attack action (for multi-attack purposes) target a creature. It must
succeed on a Dexterity saving throw or be forced into the spatial rift with you. A
creature can choose to fail this. Roll a dice that can correspond to the number of feet
you and the creature are apart. For example; 40 feet can be divided into a D8 where 1
is 5ft, 2 is 10ft and so on. You and the creature appear in the same space for a brief
moment before the other creature is forced out of the space and takes 1d4 in force
damage.

You can do this proficiency bonus number of times per long rest.

Chaos Bolt

You mastery of the chaos of the universe allows you to harness some of it and throw its
destructive power at your enemies. At level 7, you can as an action or part of an attack
action (for multi-attack purposes) throw out a bolt of chaos with a range of 30 feet.
The creature must succeed a Dexterity saving throw and take half damage or fail and
take full damage plus additional effects. Roll a D8 (This increases to D10 at level 10
and a D12 at level 12). The number on the dice is how much damage it takes and the
inverse is how much they are slowed in incriments of 5ft (For example: Roll a D8,
you get a 5, the creature takes 5 damage and is slowed for 15 feet because 3x5 is 15).
The slow persist until the creature succeeds a Con save they can take at the start of
each of their turns.

You can do this proficiency bonus times per long rest.


Havoc Strike

When you reach level 15, you can tear a rift in space time to deliver a devastating Havoc
Strike to your enemies. Whenever you take the attack action, you can make one extra
attack a number of times per long rest equal to your Charisma mod. Whenever you
take this extra attack, you can target a creature within 30 feet as a spectral arm with a
copy of your weapon strikes at them. Roll to hit and if you hit you deal your normal
weapon damage plus a Chaos roll. Roll a D10 for damage type:

1. Frost

2. Lightning

3. Fire

4. Acid

5. Necrotic

6. Poison

7. Psychic

8. Force

9. Thunder

10. Your Choice

You deal an extra D8 of damage to your target with the chosen damagetype. You can
only do this extra attack once on each of your turns.

Phantasm

At level 20, you can channel the powers of mayhem and destruction your Patron offers
you to the utmost degree. As a bonus action, you can activate Phantasm, and gain the
following benefits:

- Roll 1D4. The number is how many illusions you have. They are yours to control and do
their turns immediatly after your. They are similar to you, but the main difference is
they have 8 less AC and a HP maximum equal to your Constitution. They last for 1
minute. Creatures must roll an insight check against your spell save dc, or be unable
to discern you from your illusions.

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