Chaos slayer
A class designed for those wanting a bigger bag of tricks
Table Of Contents
Chaos slayer
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Legacy of War, Fighting Style |
| 2nd | +2 | Strider |
| 3rd | +2 | Legacy of war Feature |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Chaos Gauntlet |
| 7th | +3 | Legacy of war Feature |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Legacy of war Feature |
| 10th | +4 | Extra Attack (2) |
| 11th | +4 | Incorporeal slayer, Counter |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Legacy of war Feature |
| 14th | +5 | Twilight Eyes |
| 15th | +5 | Chaos Wings |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Arcane Breaker |
| 18th | +6 | Resolve Beyond Death |
| 19th | +6 | Extra Attack (3) |
| 20th | +6 | Legacy of war Feature, Soul Forged Armor |
Credit: Kyounghwan Kim
Chaos Slayer
Warriors who chose to sacrifice a piece of their mortality, a piece of what made them so graceful to forge weapons thru the flame of the ever clashing chaos. Thru these flames their souls also become re-forged into a true slayer.
Accepting the chains of sins
Chaos slayers accept these chains in physical form and they imbued them with a direct stream of magic of Infernal and Celestial origins to be able to fight the way they do. And these chains are weightless to its owner but are beyond the weight of lifting and/or carrying to any other creature.
Graceless warriors
Chaos slayers fighting style depends on the weapon they forged. And most fight without a shield except for the Legacy of the Bulwark.
Fulfilling Warriors
As a chaos slayer their are many reason why you chose to become an advanturer for trivial reasons like fame, money or lust, to reasons like hatred toward something/someone, honer bound or for simply more power or trinkets.
creating a chaos slayer
When creating a chaos slayer you must know what drove drove to seek these powers, what have you lost or done to want this much power, Have escape death?, or have you escape insanity? or almost lost your soul to a otherworldly being? And you were a skilled soldier or just common folk, politician, or a zealot you was done praying and took action into his own hands?
DC = 8 +proficiency modifier +constitution modifier
Class Features
As a Chaos Slayer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Chaos slayer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
Proficiencies
- Armor: Light armor, Medium armor
- Weapons: The legacy of war weapon (s) you forged
- Tools: Smith's Tool
- Saving Throws: Dexterity, constitution
- Skills: Choose two from Acrobatics, Insight, Deception, Arcana, Intimidation
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail (b) Leather
- (a) the weapon you forged via the legacy of war you have chosen
- (a) Smith’s Tool
- (a) Dungeoneer's Pack or (b) an Explorer's Pack
Legacy of War
At 1st level you choose a Legacy of war. The weapon you forge is the legacy you will leave this realm with when your demise arrive but till that time arrive you fight and these Legacy determent how you fight with the speed and ferocity of an animal from an overpowering wall of destruction to the range user of the heavens. Your weapon proficiency is based on these legacies at count as magical weapon to ignore resistances and it is a +1 magic weapon at 5th level, +2 at 14th level and as a +3 magic weapon 18th level. And the weapon is bonded to you. Choose Legacy of the Fallen, Legacy of the Royal, Legacy of the Bulwark, Legacy of the Heavens, Legacy of the Abyss, Legacy of the Hunter or Legacy of the Lords, all detailed at the end of the class description. The Legacy you choose grants you features at 1st leveI and again at 3rd, 7th, 9th, 13th, and 20th leveI.
Fighting Style
The fighting of the chaos slayer is fully depenent on which legacy of war you have chosen.
ARCHERY
Vou gain a +2 bonus to attack rolls you make with ranged weapons.
DEFENSE
While you are wearing armor, you gain a +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 reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapoo must have the two-handed or versatile property for you to gaio this benefit.
PROTECTION
When a creature you can see attacks a target other than you that is within 5 feet of YOtl,you can use your reaction to impose disadvantage on the attack roll. Vou must be wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of lhe second attack
Strider
At 2nd level you gain a +5 do your movement and later it becomes a +10 at 12th level and a +15 at 20th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 19th level in this class.
Chaos Gauntlet
At 6th level, you forge a type gauntlet that helps to better utilize the chains of sin, you can only pick one type of chaos gauntlet.
Chaos Gauntlet
| Gauntlet Type name | Description |
|---|---|
| Claw | This Gauntlet was forged to climb rough terrain s like mountains and areas that are flat walls or made of metal. Or grab slippery or poisonous material. Does 1d6 piercing damage if used to attack. |
| Elemental Grasp | This Gauntlet is forged to use the chained magic to use elemental magic to go thru areas. All the types of grasps do 1d4 damage of their respective type.Cold Grasp: freezes material to its core and makes it breakable, Fire Grasp: Burns wood to ash and melts metal, Lightning Grasp: shocks enemies and breaks gears, Acid Grasp: Melts and corrode objects Each grasp can be used once per short or long rest. |
| Grappling Hook shooter | This Gauntlet was forged with a grappling hook shooter with a range of 60 feet because of the chains of sins. Does 1d6 piercing damage if used to attack an enemy. The shooter has a build-in retractor to hoist yourself to yourself to the hooked location and the retractor is strong enough to bring an enemy of size medium or smaller over where you are as a bonus action. An enemy creature can take the hook off if they succeed on a strength saving throw. (DC = 8+proficiency +constitution) , This can be used twice per short or long rest. |
| Legacy Bond Summoner | You summon your legacy forged weapon back to you regardless of the plane it is in as a bonus action. |
| Weapon Breaker | You can grab a weapon by its blade or part where it’s made to hit people with and the wielder must succeed on a strength saving throw or their weapon breaks. ( DC = 8+proficiency +constitution) |
Incorporeal slayer
At 11th level you gain the ability to hit, touch or harm a creature that is in an incorporeal or ethereal state with weapon attacks and grapple.
Counter
At 11th level when a creature successfully attacks you, you can use a reaction to attack with the same amount of damage they dealt on you as bonus damage once per short and long rest.
Twilight Eyes
At 14th level you can cast true seeing as a feature to gain true sight once per short or long rest and you can only cast it on yourself. This feature can be used once per short or long rest.
Chaos Wings
At 15th level you took control of the ever clashing chaos in your soul and forged wings made out of pure light and darkness. You gain the ability to fly and a flying speed of 30 feet and are affected by any legacy of war feature. You can use your bonus action to hide or summon the wings when you need to.
Arcane Breaker
At 17th level thru pure sheer force you can use your weapon to dispel a spell that has been cast or is being cast, if you can see the creature that is casting a spell by using your reaction you make an attack that causes them to make a constitution saving throw as a to roll higher than the attack roll result. This feature can be used once per short or long rest.
Resolve Beyond Death
At 18th level when you hit points go to 0 you can use your reaction to Chained and incapacitated the attacking creature regardless of size and on your next turn you can attack with your action or bonus action before dropping to the ground with a level of exhaustion and unconscious. This feature can be used once per short or long rest.
Soul Forged Armor
At 20th level you forged armor out of your soul by letting the flame of chaos engulfed you and be wrapped by chains of sin and infused to become the soul forged armor of the chaos slayers. While wearing this armor you gain 10 AC, 25 temporary hit points and your weapon attacks deals an extra 1d8 of force damage. You can only use this feature once per short or long rest.
Credit: Kyounghwan Kim
Legacy of War
The weapon(s) you forge was made to slay your enemies and to protect those you cared about and rule over battlefeilds regardless of the forces you faced you survived your own wars and now your bringing it to those who are in your path to face an even greater chaos.
Legacy of the Fallen
Those who forge this legacy fight with the might of fallen warriors who died for their dogma or weak and where you would’ve died if you haven’t sacrifice a part of yourself for power.
Defiance of the Fallen
At 1st level those who forge the long sword, saber or katana are only able to gain proficiency with that weapon and it counts as a finesse weapon. You gain proficiency with the weapon of that you have chosen. And you gain the duelist fighting style
Lunar Slash
At 1st level you are able to attack enemy creature instead of doing the draw weapon action as your normal attack and then re-sheath the blade after the attack.
Eclipse Zone
At 1st level you gain a zone of absolute accuracy of 10 feet radius were any creature in it can be attacked by you in that zone. By 9th level the radius becomes 15 feet, 20 feet by the 13th level and 25 feet at 20th level. You can use this feature once per long rest.
Summoned Blades
At 3rd level you become able to summon magically generated blades resembling your weapon and use your action to shoot it at an enemy creature of up to 60 feet and it does 1d6 +dexterity modifier Piercing damage. It becomes 2d6 at 9th level, 3d6 at 13th level and 4d6 at 20th level. You can use this feature twice per short or long rest.
Discipline in Combat
At 7th level you can use dash, dodge or disengage as a bonus action.
Scabbard attack
At 9th level you started using the scabbard (sheathe) of your weapon to bash an enemy for 1d8 bludgeoning damage as a bonus action after an attack. It counts as a weapon which you are proficient with, also counts as a magic weapon to ignore resistance.
Summoned Blades Rainfall
At 13th level you can create a 30 feet radius zone where blades rain down and, that you have a range of 60 feet. All enemy creatures in this zone must make a dexterity saving throw or take 4d6 piercing damage and be dropped prone on a failure and takes halve damage on a success. The rainfall stays up for 5 minutes and you can use this feature twice per long rest as a bonus action.
End Draw
At 20th level as you draw your blade with unmatched speed your slashes can reach any enemy in your sight, instead of taking your normal attack action you can make every creature or object in a 60 feet radius all designated targets in the radius must make a dexterity saving or take 5d8 slashing damage +dexterity modifier if they fail and take halve damage if they succeed. If any creature dies this way you can heal yourselves for 1d8 per creature death. You can only use this feature once per short or long rest.
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Legacy of the Royal
Those who forge this legacy fight with the elegance of royalty and as they use the environment and people as their source of strength so will these slayers with the silver tongue and expert in acrobatic
Royal Weapon master
At 1st level those who forge the long sword, saber or scimitar or short sword are only and any off-hand weapon or another version of the same weapon. And you gain proficiency with those weapons and it counts as a finesse weapon. And you gain the two-weapon fighting, fighting style. You gain regaled tactical feature. Grappling and environmental combat techniques. You gain proficiency with the weapon of that you have chosen
Regaled tactical combat techniques
At 1st level your acrobatics uses dexterity as its modifier source and you can grapple an enemy s a bonus action and with advantage. And you still have one free hand after grappling someone. And you gain 2 grapple techniques and 1 environmental technique at 1st level and get to add two more 1 from each type of techniques at 3rd, 7th, 9th, 13th and 20th levels of this class.
Grappling techniques
| Technique | Description |
|---|---|
| Toss | When you pick this technique you toss the creature you are grappling 15 feet into a direction and you move 5 feet in the opposite direction. It interpret that you kicked for the frontal direction and for the back ones too. |
| Impromptu Shield | You use the creature you are grappling as shield to take your damage if they couldn’t hit you. |
| Suplex | You suplex the grappled creature for 2d6 bludgeoning damage. |
| Leg grapple | You can grapple a prone enemy with your legs. |
| Neck breaker | The grappled creature must succeed on a strength saving throw for three of their turns or die. |
| Spine breaker | The grappled creature must succeed on a strength saving throw for three of their turns or die. |
| Guillotine cut | You can attack the creature you have grappled with advantage. |
| Disarmed | You can disarm the creature you have grappled. |
| Counter grapple | When a creature tries to grapple you can use reaction to make them do a dexterity saving throw if the failed you grapple the creature instead. |
| Double grapple | While you have a creature under the leg grapple you can grapple another creature too. |
Environmental techniques
| Technique | Description |
|---|---|
| Vertical runner and jumper | You gain the ability to move along vertical surface on Your Turn without Falling during the move. |
| Horizontal wall runner and jumper | You gain the ability to move along Horizontal surface on Your Turn without Falling during the move. |
| Slowing the descent | When you are falling you can use your reaction to stab your blade into a wall or reachable surface to slide down. |
| Step movement | If there are creatures in way of your movement you jump them to use them as stepping stone. |
| Balance slide | You can slide down vertical slope area with a dexterity saving throw to go down twice as fast. |
| Underwater/ ocean combatant | You are able to drag medium size or smaller size creature underwater and use your chains to choke it to death. And you can hide underwater with advantage on stealth checks throw 10 feet under the ocean. You have the knowledge and training needed to survive and gather resources in this terrain and gain advantage on survival check in said terrain. |
| Desert combatant | You can hide under the sands with advantages on stealth checks and hide in a sandstorm too and you can grapple and drag creature to that area. You have the knowledge and training needed to survive and gather resources in this terrain and gain advantage on survival check in said terrain. |
| Mountain combatant | While upon the mountain fighting or scaling on it you climb it with ease and fight in the terrain as if you were born there and have advantage on dexterity checks while there. You have the knowledge and training needed to survive and gather resources in this terrain and gain advantage on survival check in said terrain. |
| Forest combatant | You can hide up the trees and ambush a creature for 2d6 bludgeoning damage and grapple and drag them your position afterwards. You have the knowledge and training needed to survive and gather resources in this terrain and gain advantage on survival check in said terrain. |
| Snow combatant | You can hide under the snow or in a snowstorm with advantages on stealth checks and you grapple and drag a creature to your position. You have the knowledge and training needed to survive and gather resources in this terrain and gain advantage on survival check in said terrain. |
Silvered Voice
At 3rd level you gain advantage whenever you’re telling the truth while using persuasion and automatically succeed in your first use of it once per short or long rest.
Art of War
At 7th level you can command willing creatures up to your constitution modifier to attack using your action if they can hear and can see an enemy creature. You can use this feature once per short or long rest.
The Voices of the Masses
At 9th level your voice, your speech, you can be understood by the masses of creatures regardless of languages and you gain proficiencies with 2 languages of your choice.
Command: Counter
At 13th level when you let a friendly creature to use the counters feature instead of you if you use your reaction and see them in a range of 60 feet.You can use this feature once per short or long rest.
Royal Executions
At 20th level you can use the chains of sin to wrap it around and grapple creatures up do your profinciency modifier and for 1d4 turns they will take 10d8 bludgeoning damage by being straggled and choked by the chains and and when the final turn is ending they are buried into the ground and take 2d6 necrotic damage. You can use this feature once per short or long rest.
Legacy of the Bulwark
Those who forge this legacy fight with the impregnable walls of their sheer resolve of those holding shields for their comrades in arms and those behind them.
The Heart of the Beast
At 1st level those who forge the shield and a simple weapon are able to only gain proficiency with that weapon. And you gain the protection fighting style.You gain proficiency with shields and proficiency with the weapon that you have chosen.
Insignia of the beast
At 1st level your shield takes the face of an animal. And when you take damage you can save them as 1d6 to add as extra AC for a wiling creature or as extra damage. You can keep a total of 2d6 at 1st level, 4d6 at 3rd level, 6d6 at 7th level, 8d6 at 9th level, 10d6 at 13th level and 12d6 at 20th level. And is used as a bonus action and max 4d6 per creature per turn. The bonus AC only stays for till the end of the willing creature turn.
The Jaws of Fate
At 3rd level you can use your shield to halve the damage from one spell by it eating the magic from the spell.
Wall of Terror
At 7th level you can extend the duration of negative effects on other creature for 1d4 turns.
Breath of destruction
At 9th level you can use the dragon's breath spell via the mouth on your shield once per short or long rest.
Wall of the World
At 13th level you can make all flying and swimming creature loses their ability to so in a range of 360 feet radius. And take 1d8 necrotic damage after that for 1d4 turns.
The Roaring Beast
At 20th level as you raw magic coursing thru your chains into your body the mouth on your shield opens and roars than you make all enemy creature in the area of 160 feet radius that heard that take 5d8 psychic damage for 1d12 turns if they failed a wisdom saving throw and halved for 1d6 turns if they succeed. You can use this feature once per short or long rest.

Legacy of the Heavens
Those who forge this legacy fight with the might of the heavens that breaks the cloud with sharpest lights and the strength to blacken the sky.
True Shooter
At 1st level those who forge the longbow or crossbow (heavy) are only able to gain proficiency with that weapon. And you gain the archery fighting style.You gain proficiency of the weapon you have chosen.
Adapted Bowmanship
At 1st level you are able to attack a creature at close range of 5 feet without taking any disadvantage or provoking an opportunity of attack. And you can do the reload action for the crossbow as a bonus action.
Piercing Shots
At 3rd level you become able to shoot thru covers and you forged a rotating reloading apparatus for the crossbow so now you can shoot up to 10 times before you use the reload action.
Pinning Shot
At 7th level you can use your arrow/Bolt to pin a targeted creature to a wall or the floor or any solid object.
Tri Shot
At 7th level you can use three arrows/Bolts to attack three creatures with the same attack action. You forged a tri shot placement mechanism for the crossbow for this.
Barrier Piercer
At 9th level you charge your arrows/bolts with magic to pierce thru any magic barrier. This feature can be used twice per short or long rest.
True Sniper
At 9th level you charge your arrows/bolts with magic and set your eyes on a targeted creature that is out of range of your normal bow/crossbow range and shoot that creature with advantage.
Bladed Bow/Crossbow
At 13th level you have bladed your weapon for close quarter encounters you know you can’t avoid. It counts as a 1d8+2 (+3 at 20th level) slashing weapon. Immediately after you use the counter feature you do a 20 feet jump without provoking opportunity of attack to gain distance.
Weather Control
At 13th level you can shoot a magically charged arrow/bolt into the sky and then change it into a type of weather that you want and cancel any magical weather and take control of it for yourself.
The Blackened Sky
At 20th level you use your action collect the magic infused in the terrain you’re fighting in to charge one arrow/bolt and shoot it into the sky and select 1 area you see in 60 feet of to rain arrow down upon it of 60 by 60 feet cube of arrows/bolts into the designated location and they must succeed a dexterity or take 5d8 piercing damage for Longbow or 4d10 piercing damage for the crossbow (Heavy) and take halve damage if they succeed. And that zone becomes a dead magic zone for 1d6 turns.

Legacy of the Abyss
Those who forge this legacy fight for their lust of battle to charge forward and be the one to slay those who stand in their path.
The Abyss stares back
At 1st level those who forge the Glaive, Halberd or Pike are only able to gain proficiency with that weapon. You gain proficiency with heavy armor, you also gain the defense fighting style.You gain proficiency of the weapon you have chosen.
Ruthless Charge
At 1st level you are able to use the dash action as a bonus and any creature that are in your way make a strength saving throw or gets drop prone. You can use this feature equal’s time your proficiency bonus. DC= 8+profinciency modifier+strenght modifier
Chained weapon thrower
At 3rd level you have chained your weapon to able to throw and recover it back thru the chains of sin as a bonus action. It does the same damage as when it was use for close combat.
Elemental Breaker
At 7th level you can use your weapon to gain advantages on saving throw involving spells that uses fire, cold, acid and lightning and after that save you gain a bonus 1d6 damage die of the same type you used this feature against for your next damage roll. You can use this once per short or long rest.
Brutal charge
At 9th level when use the ruthless charge feature now any creatures that failed the saving takes 2d6 bludgeoning damage and get pushed 10 away before going prone and you use your reaction to attack an enemy creature when dashing.
True Grit
At 13th level when you take damage you can use your reaction to take an attack from the attacker but you disarmed it after the attack and instead of grapple a creature you stab the targeted creature and carry them via your blade tip and every turn that creature fail the strength saving throw take 2d6 piercing damage till they succeed and free themselves. DC= 8+profinciency modifier+strenght modifier
Apocalyptic Charge
At 20th level as you charge with ferocity that would scare even devils and angels when you use this feature instead of doubling your speed it quadruple your current speed and everything in your path must make a dexterity saving throw or take 4d6 “weapon damage”, 2d6 necrotic damage, 2d6 radiant damage and become blind and deafen if they fail and only take halve damage if they succeed. You use this feature instead of your action and you can only use it once per short or long rest.
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Legacy of the Hunter
Those who forge this legacy was once prey themselves now they became the predator that hunt those who call themselves hunter, those who thought themselves mighty are nothing but prey to these hunters.
Hunting grounds
At 1st level those who forge whip or lance are only able to gain proficiency with that weapon. And you can choose between dueling or defense fighting style.
Animalistic senses
At 1st level you are able to tell which scent is whose or what and your ears can notice the noise of the flapping wings of a bee to notice the fishes movements in water and the breathing of intelligent creatures you can add your proficiency bonus to your survival and insight checks involving these things.
Cautionary Combater
At 3rd level you become able to kick your enemies 10 feet away from you as a bonus action and use the dodge action as a reaction. And now you can hold the lance with one hand while not mounted on a horse or other mounting creature.
Trap adapt
At 7th level you can spot traps 30 feet away from you and can disarmed or avoid them with ease with advantages on saving throws cause by those traps.
Environmental adapt
At 7th level you can move throw difficult terrain much easier by using your weapons to assist you in travel and lose the penalties for difficult terrain.
Chained Torturer
At 9th level you started using the chains of sins to restrain your prey. Up to 3 creatures you see in a range of 60 feet must succeed on a dexterity saving throw or take 2d8 piercing damage and get entangled in it.
Chaotic Rush
At 13th level you can use your Bonus action to energize yourself with light and darkness and you gain immunity to all statuses for 1 minute and all your attacks does an extra 2d8 necrotic and 2d8 radiant damage.
Ascended Predator
At 20th level as you gain your chaos wings you can use the feathers as projectiles with a damage of 4d6 piercing damage and use the dash action to chain up any targeted creature in your way if they fail a dexterity saving throw and drag them for 1 minute till you let them go .

Credit: Kyounghwan Kim

Legacy of the Lords
Those who forge this legacy fight for their people and that has met death for them.
Envy Giver
At 1st level those who forge the Great sword, Great axe or Maul are only able to gain proficiency with that weapon. And you gain the Great weapon fighting style.You gain proficiency of the weapon you have chosen.
Impact Strike
At 1st level after missing an attack you can still roll your attack to hit ground near your target and break the ground and 5 feet under that creature and make it do a strength saving throw or be thrown prone. This feature can be used equal times to your proficiency bonus per short or long rest.
King’s reasoning
At 1st level you can add double your proficiency bonus to persuasion when using it to barter in markets or talking to city authority.
Ruins of the sloths
At 3rd level you become able to roll a d20 and save the result to use it on another roll as the result. This feature can only be use once per long rest.
Soul Crusher
At 7th level while conducting your normal attack action you can use your weapon to tear the soul of your enemy a bit for 1d8 psychic damage. This feature can be used once per short or long rest.
Gluttons Starvation
At 9th level you can pick one creature that you can see in a range of 30 feet and it must succeed on a constitution saving throw or take one level of exhaustion. You can use this feature once per short or long rest.
Exemplars Pride
At 13th level you can make creature that sees you make a wisdom saving throw and if they fail they will drop their weapon, become frighting and leave the battlefield if they can. This feature can only be use once per long rest.
The wrathful one
At 20th level your attack makes shockwave and causes tremor all enemy creatures in a range of 30 feet radius must make a dexterity saving throw or take 3d8 radiant damage and gets pushed 10 feet behind on a failure and take half damage and no further effect on a success. This feature can only be use once per long rest.
