Base Class: Barbarian
Treading on a dangerous path of overwhelming chaos leading to insanity, you start to relish in the potential and chaos swirling in the world around you. You learn to embrace the elemental chaos of the universe and use it to empower yourself in battle but you may lose sight of your inner morals and goals and find that instead of controlling chaos, chaos has controlled you and bent you into its puppet
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 harbour a swirling pool of potential and chaotic energy within yourself. This energy is represented by your chaos energy dice, which are a d4 at level 3. This increases to a d6 at 6th level, a d8 at 10th level, a d10 at 14th level and a d12 at 17th level. 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.
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. The DC for saving throws against your aura are equal to 8 + your profficiency bonus + your constitution bonus
HAVOC TABLE:
D4
| 1 | Labyrinth Aura. The minotaur is called to his labyrinth. All people within the range of your aura must make a saving throw or be sent to the labyrinth for a round. The labyrinth is a pocket dimension wherein there are infinitely winding halls of sandstone towering hundreds of feet high and all that can be heard is many echo's of Fenriths roar and the chaotic laughter of the chaos elemental who tortures him. When creatures are pulled back from the labyrinth you have advantage on intimidation checks. |
| 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 | Chaotic Storm. A wind starts to whip up around you and sparks of energy begin to fly off your body as a storm aura forms within your radius. When this effect begins roll on your damage type table same as when you use a chaos burst to determine the damage type of the storm. Any time a creature ends their turn in this aura they take damage of that type rolled on your chaos energy die |
| 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. 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.
On your turn, you can use a bonus action to mentally command the divergence to move up to 30 feet in any direction, including up in the air, and can incur one of the following effects
- 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.
Using your reaction 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.
Mayhem All Round
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 while raging you can use a reaction to expend a chaos energy die and unleash a chaos burst unto your attacker.
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. Now instead of rolling for your damage type and havoc aura effect you may choose the effect or damage type you want.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/23/2022 3:19:05 PM
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31
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5e
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Posted Aug 22, 2023after you select this path it has an option tab at the bottom but has no options