Barbarian
Base Class: Barbarian

The Path of Fundamental Chaos barbarian is truly unpredictable. Whether by some unfortunate element of birth, or the influence of natural magic energy, this barbarian has a strong connection to the Chaos of the universe. It's power amplified by the sudden influx of strong emotions. 

 

This subclass is based on the Matthew Mercer's and Talesian Jaffe's Path of Fundamental Chaos from the show Critical Role. I have added some enhancements to carry the subclass above 14th level. 

Chaos Burst

Upon choosing this path at level 3, a Fundamental Chaos barbarian can choose to deal extra damage on an attack with a chaos burst. This allows them to add additional damage dice to an attack with a melee weapon a number of times per day equal to their proficiency bonus. Damage type depends on a rolled die and includes acid, lightning, force, cold, fire, psychic, and thunder.

At 3rd level the damage die is 2d4. The damage die increases at higher levels, becoming 2d6 at 14th level.

Fundamental Force

Also at level 3, when the barbarian enters their rage, they invoke a Fundamental Force. The type of rage is determined randomly by rolling 1d4 whenever the barbarian begins their rage:

  • Temporal Morass (Time): Hostile creatures that start their turn within 15 feet of the barbarian must make a Constitution saving throw to avoid having their speed halved and lose their reaction. The DC is 8 + proficiency + Constitution modifier.
  • Violent Gateway (Space): When the barbarian reduces a creature to 0 hit points with a melee attack, they can teleport up to 60 feet to a point they can see.
  • Orbital Decay (Gravity): When raging, gravity seems to have more of a pull for everyone in the room (including allies). Enemies within 15 feet of the barbarian who try to go away from the barbarian must make a Strength saving throw. On a successful save they have their speed reduced by 10 feet. On a failed save they are pulled up to 10 feet toward the barbarian and suffer disadvantage on attacks against creatures other than the barbarian. The DC is 8 + proficiency + Strength modifier.
  • Probability Matrix (Potential): Each ally within 10 feet of the barbarian can add a d4 to attack rolls and saving throws.

At 10th level, the dice rolled increases to 1d6 and the following two options are added to the pool:

  • Chaos Aura (Chaos): The barbarian creates a 10ft radius aura of pure chaotic energy. When an enemy enters the area, and for each subsequent turn they are in the radius, they must make a Dexterity saving throw. On a failed save, they immediately move 15ft in a random direction. This movement provokes opportunity attacks.
  • Unpredictable Life (Cosmic): The barbarian channels their life force to support the allies. At the beginning of each turn, the barbarian takes damage equal to 1d4 + proficiency. All allies that the barbarian can see are healed equal to the amount rolled. At 14th level this increases to 1d6.

Fundamental Force Enhancement

At 6th level, a raging barbarian can choose to spend a use of Chaos Burst, triggering a different effect for each type of rage.

  • Hyper Rage (Time): The barbarian's speed is doubled and they can use a bonus action to make an additional attack or take the Disengage action.
  • Wormhole Strike (Space): The barbarian can open two portals, one next to themselves and another at a point within 60 feet. They may attack a creature through this portal as if the two portals are adjacent to one another. This attack deals an additional 1d6 damage.
  • Density Well (Gravity): The barbarian cannot be moved against their will or knocked prone, and when they hit a creature with a melee weapon attack it must make a Strength saving throw or be knocked prone.
  • Dreadful Misfortune (Potential): When a creature misses the barbarian with an attack, the barbarian can use their reaction to force the creature to re-roll the attack against itself, on a hit the creature takes half damage.

At 14th level:

  • Rapid Charge (Chaos): The barbarian may use it's bonus action to move in a straight line up to their movement speed, passing through creatures. Any creature passed through in this way, takes 1d6 force damage and has to make a Strength saving throw. On a failed save, the enemy is pushed 10ft to the left or right of the barbarian (DM's discretion).
  • Unbridled Rejuvenation (Cosmic): The barbarian's next attack heals the barbarian for half of the damage dealt. Additionally, the barbarian can target one creatures remove any disease or condition afflicting it as if it had cast the lesser restoration spell.

Erratic Defense

At 10th level, when hit by an attack the barbarian can use their reaction to become resistant to all damage, and an additional random effect occurs depending on a 1d4 (1d6 at 14th level) roll of a rage type. Once this ability is used, it can't be used again until the barbarian finishes a short rest.

  • Gravity: The attacking creature is pushed 30 feet away from the barbarian.
  • Time: The attacking creature is slowed, possibly the effects of the Slow spell, until the end of its next turn.
  • Space: The attacking creature is teleported 30 feet to a space of the barbarian's choice
  • Potential: Each ally can add 1d6 to their AC until the end of the barbarian's next turn.

At 14th level:

  • Chaos: The barbarian can immediately move up to half their movement in any direction. This does not provoke opportunity attacks.
  • Cosmic: Damage received is instead converted to temporary hit points up to 12 points + number of chaos bursts remaining.

Unfettered Chaos

Upon reaching 14th level, the barbarian can roll twice when raging and choose which result to use. If both numbers are the same, the barbarian rolls one more d6 and enters the corresponding rage. However, at the beginning of every turn while the barbarian is raging, they must reroll on the rage table.

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