Base Class: Barbarian
Chaos is a hard thing to control, but some have the innate ability to harness Dunimancy. Most who learn to use Dunimancy learn through intense study or training. There is also those who trigger its effects with their emotions due somehow being in contact with the plane.
Chaos Burst
Starting when you choose this path at 3rd level, you gain access to a number of Chaos Burst dice. Your dice are 2d4. When you make a melee attack while raging, you can decide to add a Chaos burst die to the damage. Roll on the Chaos Burst Damage table to determine the damage type of the additional damage. You must declare it before you make the attack roll.
Your Chaos Burst dice become 2d6 at 6th level, 2d8 at 10th level and 2d10 at 14th level.
You have a number of chaos burst dice equal to your proficiency bonus and regain any expanded use when you complete a long rest.
Chaos Burst Damage Type
|
D8 |
Damage Type |
|
1 |
Poison |
|
2 |
Acid |
|
3 |
Fire |
|
4 |
Cold |
|
5 |
Lightning |
|
6 |
Thunder |
|
7 |
Psychic |
|
8 |
Force |
Havoc Rage
Also at 3rd level, your rage becomes influenced by the dunamantic energy that inhabits you. Roll on the Havoc Rage table to determine the type of rage you enter. The effect takes place as you enter your rage
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Havoc Rage
| D4 | EFFECT |
|---|---|
| 1 | Orbital Decay (Gravity): When raging, gravity seems to have a stronger pull for every one in a 15ft radius sphere centered around you. On a failed strength save enemies within 15 feet are pulled up to 10 feet towards you and suffer disadvantage on attacks against creatures other than you. On a successful save the creature doesn't suffer any disadvantage, isn't pulled towards you and does not has advantage on attack rolls against you. |
| 2 |
Temporal Morass (Time): Hostile creatures that start their turn within 15 feet of you must make a Constitution saving throw to avoid having their speed halved and lose their reaction until the beginning of their next turn. |
| 3 |
Multiple Universes (Space): When you reduce a creature to 0 hit points with a melee attack, you can teleport up to 60 feet to a point you can see. |
| 4 | Infinite Potential (Entropy): Every ally within 10 feet of you can add 1d4 to all attack rolls and saving throws. |
Fundamental Force
At 6th level, when you spend your Chaos Burst die, you gain an ability until the end of your next turn (or if your rage ends) depending on the type of rage you are in :
| Rage Type | EFFECT |
|---|---|
| Gravity |
Density Well: You cannot be moved against your will or knocked prone, and when you hit a creature with a melee weapon attack they must succeed on a Strength saving throw or be knocked prone. |
| Time |
Hyper Rage: Your speed is doubled and you can use a bonus action to make an additional attack or take the Disengage action. |
| Space |
Wormhole Strike: When you perform the attack action you can open two portals, one next to yourself and another at a point within 60 feet. You may attack a creature through this portal as if the two portals are adjacent to one another. This attack deals additional damage equal to one roll of a Chaos Burst die. Nothing else may travel through the portal, and it closes at the end of your attack action. |
| Entropy |
Dreadful Misfortune: When a creature misses you with an attack, you can expend a chaos burst die to use your reaction to force the creature to re-roll the attack against itself. On a hit the creature takes half damage, plus the chaos burst damage. |
Expanded Havoc
When you reach 10th level, your Havoc Rage gain additional benefits. When you enter a rage and roll on the Havoc Rage Table, add the following benefits to your rage.
| Rage Type | EFFECT |
|---|---|
| Gravity |
Force of Attraction: When you hit a creature with an attack of opportunity, the creature must succeed on a Strength saving throw or have its speed reduced to 0 for this turn. On a success, the creature's speed is halved. |
| Time |
Reckless Celerity: You can take the Disengage action as a bonus action. |
| Space |
Extended Space: When you reduce a creature to 0 hit points with a melee attack, you can now choose to teleport an ally you can see at 30 ft from you to an unoccupied space you can see that is 30 ft from his position. |
| Entropy | Fragment of Possibility: The range of your infinite potential aura expands to 20 ft. |
Exploding Surge
When you roll on your Rage Type table, you can choose to roll twice and apply both effects on your rage. However, if you roll the same value on both dice you regain all your spent Chaos Burst dice but your rage ends and you are stunned until the beginning of your next turn as you are overwhelmed by dunamantic energies
Once you use this feature, you cannot use it again until you finish a long rest unless you expend one use of rage to use it again. (That is, the next rage costs 2 uses of rage if you use this feature).
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