Barbarian
Base Class: Barbarian

walking a route with no plan are those of Fundamental chaos- to them, it does not matter where the dice may roll or the coin flip, just that the potential is there and that nothing influences the chaos of the infinite. Joy is found in both good and bad, in fortune and in woe. there is a world where their own timelines of the unrealised or the never when.

it is not on them to cheat fate but to fall upon whatever sword or reward it throws at them. Often it is the planes of chaos that link to one walking this path, drawing on both the strength and weakness of the elemental planes, while others empower themselves using the magic of dunamancy, linking their own timeline with the potentiates of all their unwalked roads. 

bonus Proficiency

3rd-level path of Fundamentals chaos feature. you learn to speak,read, and write primordial or one other language of your choice.

Wyrdling potentiate

3rd-level path of the fundamental chaos feature you harbor a swirling pool of potential and chaotic energy within yourself. This energy is represented by your chaos energy dice, which are each a d4. You have a number of these dice equal to twice your proficiency bonus, and they fuel various chaotic powers you have, which are detailed below.

if your power effect requires a saving throw, the DC equals 8+ your proficiency bonus + your constitution, roll a d8 and the number rolled determines the attack's type, as shown below.

                                                           D8                                                                                                                Damage Type

1 Bludgeoning 
2 cold
3 fire
4 force
5 lightning
6 piercing
7 slashing
8 thunder

 

Some of your powers expend the chaos Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use die when your dice are all expended. You regained all your expended Chaos energy dice when you finish a long rest. In addition, as a bonus action, you regain one expended chaos energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your chaos energy dice increases. 5th level (d6), 11th level (d8), and 17th level (d10).

The powers below use your chaos energy dice.

Chaos burst. You can empower your weapons with chaotic energy. Once on each of your turns, immediately after you hit a target with a melee weapon attack, you can expend one chaos energy dice, rolling it and dealing chaos damage to the target equals to the number plus your constitution modifier.

Havoc Auras. You can emanate chaotic fluctuating auras while you rage. when you enter your rage you can expend one chaos energy dice to create a chaotic aura emanating from you a number of feet equal to 5 x results of the die. The aura extends from you in every direction, but not through total cover. Except when otherwise stated, you are affected by your own auras. When you create a chaotic aura, roll on the Havoc table to determine the magical effects produced.

HAVOC TABLE: 

                                                     D4

1 Flickering Stasis. Everyone's potential is kept in stasis as deviations of now, next, never and then flicker around you. Each creature in the aura and objects cannot gain, recover, increase or restore hit points or temporary hit points. In addition, when a creature in your aura suffers a critical hit, that attack is turned into a normal hit. Any effects triggered by a critical hit are cancelled.
2 Gravitational Attraction. Winds of gravity pick up and attract everything towards you. Each creature and object in the aura has a disadvantage on attack rolls except against you. In addition, when a creature (except you) enter your aura for the first time on a turn or starts its turn there must make a Strength saving throw or be pulled up to 15 feet towards you. unsecured objects that are completely within the aura at the end of your turn are likewise pulled 15 feet. 
3 Stillness of the void. You bring the abject disquiet and discomfort of the lack of potential to surround you. No sound can be created within or pass through the aura. Any creature or object entirely inside the aura is immune to thunder damage, and creatures are deafened while entirely inside it. casting a spell that includes a verbal component is impossible there. 
4 Temporal Morass. You begin flickering with blue and red afterimages, the only thing moving at a regular tempo. Each creature (except you) that starts its turn in the aura must make a Constitution saving throw or halve their speed and not be able to take reactions until the start of their next turn.

 

Chaotic Divergence

Beginning at 6th level, You can create divergent versions of yourself using the potential energy of chaos you hold within. Either when you enter your rage or as a bonus action, you can expend one chaos energy dice, roll the die, and magically manifest a divergence of yourself in an unoccupied space you can see within 15 feet. This divergent is a magical, multicoloured swirling image of you that lasts until it is destroyed until you dismiss it as a bonus action, until you manifest another divergence, or until you're incapacitated.

Your divergence is a non-flammable weightless object, has an AC 13+ your proficiency bonus, a number of hit points equal 5 x the roll of your choas energy die, and immunity to all conditions. If it is forced to make an ability check or saving throw, it uses your ability check or saving throw bonus for the roll. It cannot regain hit points, and cannot interact with, carry or manipulate objects or creatures. It is the same size as you, and it occupies space. On your turn, you can mentally command the divergence to move up to 30 feet in any direction, including up in the air (no action required). It can hover and cannot more through creatures or objects. If your divergence is ever more than 30 feet from you at the end of your turn it is destroyed. If your aura is active and your divergence is in your aura but further than 30 feet from you at the end of your turn, it is not destroyed.

- As a bonus action, you can teleport magically swapping places with your divergence at the cost of 15 feet of your movement, regardless of the distance between the two of you.'

- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the divergence's space. You make this choice for each attack.

- When a creature that you can see within 5 feet f your divergence moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the divergence's space.

- You can make your divergence intercept attacks directed at another creature that you can see that is within 5 feet of your divergance. Before the attack roll is made, you can use your reaction to change the target of the attack to your divergence.

- As an action, you can see through your divergence's eyes and hear through its ears. During this time, you are deafened and blinded. You can end this effect at any time (requires no action).

Mayhem All Around

Beginning at 10th level, you gain More potential your way, but is it for ill or gain?

pandemonium's possibilities. Injuries can cause additional possibilities to manifest- what once could be and what is becomes what was. immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll havoc table and immediately produce the effect rolled. This effect replaces your current havoc effect.

Twists of Bedlam. You have the ability to twist fate by using your potential energy for chaos. When you or your divergence makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll a chaos energy die and apply half the number rolled (rounding up) as a bonus or penalty to the roll. You can do so after the roll but before any effects of the roll occur.

Anarchy Unbound

Starting at 14th level, Chaos has ridden beside you for so long, whenever you throw yourself at its mercy you are guided to even greater possibilities. Whenever you roll chaos energy die, the die to determine your chaos damage type or on the havic table, you roll the same number on both dice, you can ignore the number and choose the result you want.

Comments

Posts Quoted:
Reply
Clear All Quotes