Base Class: Barbarian
Harnessing the chaotic forces of the weave, barbarians who follow the Path of Fundamental Chaos draw their power from the sporadic and unpredictable forces that compose the material plane. Those who follow this path have usually had some kind of interaction with unstable or powerful magic that has granted them the powers they wield. Whether the subject of a powerful surge of wild magic, or born near an interplanar rift, these barbarians have pure potential flowing through their veins.
Chaos Burst
Starting when you choose this path at level 3, you can choose to deal 2d4 extra damage on an attack with a chaos burst. To determine the damage type of the Chaos Burst, roll on the table below.
| d8 | Damage |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Lightning |
| 5 | Thunder |
| 6 | Psychic |
| 7 | Radiant |
| 8 | Force |
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. During a short rest, however, you may spend rage charges to regain an equal number of Chaos Burst dice. The damage for your Chaos Burst increases to 2d6 at 6th level, 2d8 at 10th level, 2d10 at 14th level, and 2d12 at 17th level.
Fundamental Force
The chaotic energy roiling inside you erupts in bursts of energy. When you enter your rage, roll on the Fundamental Force table to determine the effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Fundamental Force
| d4 | Effect |
|---|---|
| 1 | Temporal Morass (Time) - When an enemy starts its turn within 15 feet of you, it must make a Constitution saving throw or have its speed halved and lose its reaction until the start of its next turn. |
| 2 | Violent Gateway (Space) - When you reduce a creature to 0 hit points, you can teleport up to 60 feet to an unoccupied space you can see. |
| 3 | Orbital Decay (Gravity) - When an creature starts its turn within 15 feet of you, it is immediately pulled 10 feet toward you and has disadvantage on all attack rolls against creatures other than you until the start of its next turn. |
| 4 | Probability Matrix (Potential) - Each ally within 15 feet of you can add the value of one chaos burst die to attack rolls and saving throws. |
Fundamental Force Enhancement
While in a rage, you can choose to expend one use of your Chaos Burst to gain an additional effect to your rage. The effect is determined by the Fundamental Force currently active, this effect lasts until your rage ends.
- Hyper Rage (Time) - While in Hyper Rage, the barbarian’s speed is doubled and they gain an additional action for the turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- Wormhole Strike (Space) - You can open a portal with one end next to you and the other at a point within 60 feet you can see. You can choose to make an attack using this portal, dealing an extra chaos burst die as force damage on a success.
- Density Well (Gravity) - You cannot be knocked prone or moved against your will. When you hit a creature with an attack it must succeed on a Strength saving throw or be knocked prone.
- Dreadful Misfortune (Potential) - When a creature misses you with an attack, you can use your reaction to force the creature to re-roll the attack against itself, on a hit the creature takes half damage.
Erratic Defense
When you are hit by an attack, you can choose to use your reaction to become resistant to the damage from the triggering attack, and cause a random effect determined by a roll on the table below. Once this ability is used, it can't be used again until you finish a short or long rest.
| d4 | Effect |
|---|---|
| 1 | Chronologic Slog (Time) - The attacking creature is slowed by the effects of the Slow spell until the end of its next turn. |
| 2 | Planar Warp (Space) - The attacking creature is teleported up to 30 feet to an unoccupied space of your choice. |
| 3 | Quantum Dilation (Gravity) - The attacking creature's movement is reduced to 0 and is knocked prone if it's medium size or smaller. |
| 4 | Turn Luck (Possibility) - The attacking creature has to roll a chaos burst die and subtract the value rolled on all attack rolls and saving throws until the start of its next turn. |
Chaos Singularity
Whenever you roll on the Fundamental Force table, you can roll the die twice gaining both effects during your rage. If you roll the same number on both dice, you gain the effect of the rolled rage once and a localized singularity of interplanar space rips open and expands in a 15 ft. sphere around you. All creatures within range make a Strength saving throw or have their movement reduced to 0 (they can still move in a circle around you from their current distance, just not towards or away from you) and take force damage according their distance from you. On a successful save the creatures take half damage and retain their normal movement.
15 ft - 2 Chaos Burst dice
10 ft - 4 Chaos Burst dice
5 ft - 6 Chaos Burst dice
For each creature that fails this save, you regain a Chaos Burst.
Previous Versions
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1/28/2024 7:31:17 PM
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