Barbarian
Base Class: Barbarian

Order in Disorder

When you choose this path at 3rd level, your senses and abilities are heightened in the mayhem of rage. While raging you gain advantage on Dexterity checks and Dexterity saving throws.

Second Law

Beginning at 6th level, you can control the flow of chaos in the form of heat. When you hit with a melee attack, you can choose to absorb a large amount of heat from the creature attacked, changing the attack's damage type to cold damage. The creature's speed is reduced to 10 feet until the end of its next turn and it falls if it is flying using non-magical means (i.e. wings). The weapon used for the first attack is now imbued with heat energy, which is released as 1d8 fire damage on the next attack that hits or dissipates at the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Function Collapse

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Entropic Annihilation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Order in Disorder

3rd-level Path of Chaos feature

While raging you gain advantage on Dexterity checks and Dexterity saving throws.

Second Law

6th-level Path of Chaos feature

When you hit with an attack, you can choose to absorb a large amount of heat from the creature attacked, changing the attack's damage type to cold damage. The creature's speed is reduced to 10 feet until the end of its next turn and it falls if it is flying using non-magical means (i.e. wings). The weapon used for the first attack is now imbued with heat energy, which is released as 1d8 fire damage on the next attack that hits or dissipates at the end of your next turn. The damage increases to 2d8 fire damage at 14th level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Function Collapse

10th-level Path of Chaos feature

Your control of chaos extends through the strings of reality, allowing you to manipulate the probability function of yourself and the spacetime around you and collapse it to your liking. Such immense power does not come without immense risk.

While raging, as an action, roll a d10 to figure out how many attacks to take, then make each attack separately, rolling a separate d10 for the damage, type, and effect columns upon hitting. You cannot take a bonus action on the same turn that you use this feature. After resolving the Function Collapse attacks, you take one level of exhaustion. You can use Function Collapse once per long rest.

Function Collapse
D10 ATTACKS DAMAGE TYPE EFFECT
1 1 1d100 Acid None
2 1 10d4 Cold Slice of Life. The fabric of space and time is cleaved, causing the target to be sucked through the tear and teleported 30 feet in a random direction. You can choose to be transported with the target, landing in an unoccupied space 5 feet from the target.
3 1 5d8 Fire Time Slippage. Time slips through your fingers as the function collapses and you are frozen in time. Your turn immediately ends and you cannot move or take reactions, actions, or bonus actions until the end of your next turn.
4 2 5d8 Force Matter Inversion. The matter comprising your body is inverted to dark matter for a moment, becoming exponentially negative in mass and repelling all loose objects and creatures in a 15 foot radius 15 feet away from you. Creatures who succeed a DC 18 Strength saving throw are not repelled. 
5 2 5d6 Lightning Total Collapse. The function collapses uncontrollably and you are crushed by the anomaly in space. You take 20 force damage. This cannot be reduced.
6 2 5d6 Necrotic Reverse Differential. Time slows to a halt and reverses momentarily. You and any allies within 30 feet gain 2d8 hit points as the collapse returns you to a previous state.
7 2 5d6 Poison Clouded Probability. As the function collapses, your position becomes unpredictable and you are teleported to a random position within 40 feet.
8 3 2d10 Psychic Made in Heaven. Time speeds up for everyone but you and your movements appear quickened. Until the end of next turn, your speed is tripled and attack rolls against you are made with disadvantage.
9 3 - Radiant Degeneration. The collapse becomes too much to withstand and the strain becomes overwhelming. You take one level of exhaustion and your rage ends.
10 4 - Thunder Your body falls into superposition and is able to exist cross-dimensionally for a time. Until the end of your next turn, you can move through the space of creatures and objects and are resistant to non-magical damage.

Entropic Annihilation

14th-level Path of Chaos feature

When using Second Law, you can expend another use of Second Law to roll a d10 for the Effect column and apply it to the attack. The effects of Second Law are not applied twice.