Base Class: Barbarian
Barbarians that walk the path of arcane chaos, relay on the chaotic nature of the magic that is within them. This makes them unpredictable during fights and a dangerous friend or foe to be near.
Choatic Arcana
3rd-level Path of Arcane Chaos feature
You have the potential to unless chaotic magic during a fight. When you deal damage with a melee or ranged weapon attack, you can roll a d4 on the arcane chaos table as a bonus action. Your arcane chaos gets more powerful as you gain levels in this class causing your d4 to become a d6 at level 6, a d8 at level 8, a d10 and level 10, a d12 at level 12, and a d20 at level 14.
If the effect of your arcane chaos requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
While raging whenever you roll on the arcane chaos table you can roll twice and pick which number to keep
| Chaotic Arcana Table | ||
| # | Spell or Action | Effect |
| 1 | Shadow | your shadow springs to life and makes an additional weapon attack |
| 2 | Magic Missile | You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. |
| 3 | Assist | all friendly creatures within 20 feet gain advantage on the next attack roll against a creature you have dealt weapon damage too within the last 6 seconds. |
| 4 | Sleep | This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. |
| 5 | Protection | all friendly creatures within 20 feet of you gain 1d10 plus charisma modifier temp health |
| 6 | Fireball | A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. |
| 7 | Teleport | you can teleport instantaneously up to 30 feet to an unoccupied space you can see without provoking opportunity attacks |
| 8 | Polymorph | This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. |
| 9 | Brave | you and all friendly creatures within 20 feet become immune to the frightened condition until the end of your next turn |
| 10 | Raulothim's Psychic Lance | You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. |
| 11 | Rest | you gain the benifits of a short rest but will suffer one point of exhaustion once the combat ends |
| 12 | Sickening radiance | Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. |
| 13 | Anchored | you become unable to move your feet until the end of your next turn. during this time any attmpt to move you automatically fails |
| 14 | Synaptic Static | You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. |
| 15 | Bigger | you magically become 1d4 feet taller causing your weapon attacks to deal an additional 1d4 damage. you revert back to your previous height and lose the extra damage at the end of tour next turn. |
| 16 | Finger Of Death | You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. |
| 17 | Recovery | you regain 1/2 of the last weapon attack damage you dealt within the last 6 seconds |
| 18 | Earthquake | You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the GM. Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. |
| 19 | Deadly | the next time you deal weapon damage to a creature, that damage is doubled |
| 20 | Abi-Dalzim's Horrid Wilting | You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly. |
Chaotic Backlash
6th-level Path of Arcane Chaos feature
Immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Arcane Chaos table and immediately activate the effect.
Stored Chaos
10th-level Path of Arcane Chaos feature
As an action, you can touch one melee or ranged weapon and store a fraction of your Chaotic energy inside it, granting the folowing benefits:
- For the next minute, any creature holding this weapon can roll a d4 whenever making an attack roll with it and add the number rolled to the attack roll.
- For the next minute, any creature holding this weapon can heal 1d4 plus your Charisma modifier whenever they successfully deal damage with it.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Controlled Chaos
14th-level Path of Arcane Chaos feature
Once per long rest, when you roll on the Arcane Chaos table, you can choose to ignore the number rolled and pick which effect you wish to unleash.
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