Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Absurdist Flux tap into the chaotic energies that underlie reality itself, embracing the whimsical and unpredictable nature of existence. These individuals eschew the conventional rage of their kin, opting instead for a bizarre and abstract approach to combat. While other barbarians may seek power through primal instincts or ancestral connections, those who walk the Path of the Absurdist Flux revel in the absurdity of their own transformations.

Abstract Fury: Warriors on this path embody the philosophy that the world is a stage, and they are the unpredictable actors in an ever-changing play. Their rage is not a mindless burst of anger but a conscious and surreal choice to disrupt the norms of battle. They harness the absurd, the weird, and the downright bizarre to confound and bewilder their foes.

Whimsical Metamorphosis: At the heart of this path lies the Whimsical Metamorphosis, an ability that allows barbarians to transform into the most inconceivable objects when faced with danger. Whether becoming a potted plant, a rubber chicken, or a teacup, these warriors defy the logic of combat, rendering themselves immune to harm in the most absurd and unexpected ways.

Embrace of the Unpredictable: Barbarians who choose this path do not seek traditional strength; instead, they find power in the chaotic and unpredictable. The Mutable Instincts grant them an ever-shifting facade, allowing them to change their appearance at will. This not only serves as a testament to their refusal to be bound by societal expectations but also as a strategic tool in the theatre of battle.

A Whirlwind of Absurdity: As these warriors progress, the Flux of the Capricious Form allows them to harness a plethora of bizarre effects, unleashing unpredictable forces upon their enemies. From wings sprouting unexpectedly to reality-warping strikes, each encounter becomes a chaotic performance, leaving both allies and foes alike in awe of the bewildering spectacle.

Choosing the Path: Barbarians who are drawn to the Path of the Absurdist Flux are often unconventional thinkers who question the very nature of reality. Whether driven by a desire to challenge the status quo or a personal connection to the surreal, these warriors find solace and strength in the unpredictable dance of existence. By embracing the absurd, they become living embodiments of chaos, rewriting the rules of engagement with every whimsical transformation.

Eccentric Rage

At 3rd level, when you enter a rage, your fury takes on a surreal and eccentric quality. Your appearance may warp and distort, colors around you become vivid and unreal, and your voice may echo with disorienting reverberations. While in this state, your melee attacks gain an additional effect determined by rolling a d6 at the start of your turn:

d6

Effect

1 (Colorful Blast)

Your attack releases a burst of vibrant colors. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be blinded until the start of your next turn.

2 (Absurd Jolt)

Your attack emits a strange energy. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be affected by the Tasha's Hideous Laughter spell until the start of your next turn.

3 (Whimsical Phantasm)

Your attack conjures a whimsical illusion. The target must succeed on an Intelligence saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or believe it is surrounded by harmless but distracting illusions until the start of your next turn.

4 (Bizarre Tremor)

Your attack sends out bizarre vibrations. Each creature of your choice within 5 feet of you must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be knocked prone.

5 (Surreal Echo)

Your attack leaves a lingering echo. The target must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be haunted by unsettling whispers until the start of your next turn, imposing disadvantage on its next attack roll.

6 (Random Flux)

Roll a d20. Consult the "Flux of the Capricious Form" table to determine a random effect, applying it to the target of your attack.

Mutable Instincts

Starting at 6th level, your instincts adapt to the ever-shifting nature of your being. You gain advantage on saving throws against spells and effects that would alter your form or mind. Additionally, you can spend 1 minute in meditation to change your physical appearance, allowing you to alter your height, weight, and facial features. This change is purely cosmetic and doesn't grant any mechanical benefits.

Absurd Metamorphisis

At 10th level, you can fully embrace the ever-changing essence within. As a reaction to taking damage, you can temporarily transform into a seemingly mundane or bizarre object, such as a potted plant, a teacup, or a rubber chicken. While in this form, you are immune to all damage but cannot take any actions. The transformation lasts until the end of your next turn or until you choose to revert.

You can use this feature a number of times equal to your constitution modifier (minimum of 1), and regain all expended uses when you finish a long rest.

Flux of the Capricious Form

At 14th level, your command over the unpredictable nature of flux allows you to manifest a variety of effects. Once per combat, you can use a rage and embrace the chaotic energies within and roll a d20, determining the unpredictable outcome of your transformation. The effects last for 1 minute:

d20

Effect

1 (Ephemeral Wings)

You gain a flying speed of 60 feet.

2 (Phantom Fists)

Your unarmed strikes deal an additional 1d10 force damage.

3 (Ethereal Sight)

You can see into the Ethereal Plane, and invisible creatures, and through objects visible to you.

4 (Malleable Form)

You can move through a space as narrow as 1 inch wide without squeezing, and you can occupy the same space as another creature.

5 (Chaos Burst)

Creatures within 10 feet of you must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 6d6 force damage and be pushed 10 feet away from you.

6 (Temporal Shift)

You gain advantage on Dexterity saving throws, and your speed doubles.

7 (Resilient Flux)

You gain resistance to all damage.

8 (Prismatic Aura)

A shimmering aura surrounds you, granting advantage on saving throws against spells and other magical effects.

9 (Nullifying Touch)

Your melee attacks can dispel magical effects on a hit.

10 (Chimeric Manifestation)

You gain the lower body of a different creature, granting you a burrow speed of 30 feet.

11 (Ineffable Intangibility)

You can move through other creatures and objects as if they were difficult terrain.

12 (Elemental Infusion)

Your attacks deal an additional 1d6 damage of a type of your choice: fire, cold, lightning, or acid.

13 (Spectral Presence)

You become invisible until the start of your next turn.

14 (reality Warp)

You gain advantage on all ability checks and saving throws, and your Strength and Dexterity scores increase by 4 (to a maximum of 24) for the duration.

15 (Warping Strikes)

On a successful hit with a melee attack, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be stunned until the end of its next turn.

16 (Echoing Howl)

Creatures within 30 feet of you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

17 (Quantum Dash)

You can take the Dash action as a bonus action on each of your turns.

18 (Reality Fracture)

A rift in reality appears within 30 feet of you. Creatures within 10 feet of the rift must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be pushed into a random plane of existence for 1 minute.

19 (Everchanging Vigor)

At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have less than half of your hit points remaining.

20 (Chaotic Ascendance)

You gain the benefits of three additional effects of your choice from this list.

Comments

Posts Quoted:
Reply
Clear All Quotes