Barbarian
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.

 Thanks to cyrokx and dujeec, and Critical Role for this awesome idea and details!!

Chaos Burst

3rd-level Path of Fundamental Chaos feature

Starting when you choose this path at 3rd level, you gain access to a number of Chaos Bursts. When you make a melee attack while raging, you can decide to add a Chaos burst 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 start as 2d4 at 3rd level, then become 2d6 at 6th level, 2d8 at 10th level and 2d10 at 14th level.

You have a number of chaos bursts equal to your proficiency bonus plus your strength modifier and regain any expended 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

 

Number of Chaos Burst Dice at each level

Level  Number of Chaos Bursts/Long Rest Chaos Burst Die
3 2 + STR 2d4
4 2 + STR 2d4
5 3 + STR 2d4
6 3 + STR 2d6
7 3 + STR 2d6
8 3 + STR 2d6
9 4 + STR 2d6
10 4 + STR 2d8
11 4 + STR 2d8
12 4 + STR 2d8
13 5 + STR 2d8
14 5 + STR 2d10
15 5 + STR 2d10
16 5 + STR 2d10
17 6 + STR 2d10
18 6 + STR 2d10
19 6 + STR 2d10
20 6 + STR 2d10

Havoc Rage

3rd-level Path of Fundamental Chaos feature

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.

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 (including your allies) in a 15ft radius sphere centered around you. Anything that falls in the area suffers double fall damage. In addition, when any hostile creature enters the area for the first time on a turn or starts its turn there, it must make a strength saving throw or suffer disadvantage on attacks against any creatures other than you until the starts of its next turn or leaves the area. Also, any large or smaller creature is pulled 10 ft toward you on a failed save. On a successful save the creature doesn't suffer any disadvantage, isn't pulled toward you and does not has advantage on attack rolls against you. 
2

Temporal Morass (Time) : At the start of your rage, you can designate one target creature within 30 feet. When you designate the creature and again at the end of each of their turns for the duration of the rage, they must succeed on a Constitution saving throw or have their speed halved and lose their reaction until the end of their next turn. 

On your turn, you can decide to use a bonus action to shift the target of this effect from the current target to a different creature. You may also use a free action to drop this effect. If you decide to drop it, you cannot use this effect again until the end of this instance of rage.

3

Multiple Universes (Space) : You invoke an echo next to you who shares the same space. An Echo is a manifestation of yourself in a slightly distended space. Each time a creature attacks you during your rage while your Echo isn't destroyed, roll a d20. On an 11 or higher, the attack targets the Echo itself. The Echo has the same AC as you, 1 hit point, and immunity to all conditions. 

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

If your Echo is destroyed and you are still raging, you can spend a bonus action on your turn to create a new one.

4 Infinite Potential (Entropy) : Every ally within 10 feet of you can add 1d4 to all attack rolls and saving throws.

Fundamental Force

6th-level Path of Fundamental Chaos feature

At 6th level, you can choose to spend a Chaos Burst to gain an ability until the beginning 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 pushed, pulled, or otherwise moved against your will nor be 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 : The barbarian's speed is doubled and they can use a bonus action to make an additional attack or take the Disengage action. 

Space

Wormhole Strike : When you take the attack action, you can create a portal in an empty space up to 60 feet from you and make the attack as if you were in its space. Nothing else may travel through the portal, and it closes at the end of your attack action.

Violent Gateway: Whenever your wormhole strike brings a creature to zero hit points, you fall into the portal, teleporting to the creature's location.

Entropy

Dreadful Misfortune : When a creature misses the barbarian with an attack, the barbarian can expend a chaos burst to use their reaction to force the creature to re-roll the attack against itself. On a hit the creature takes half damage, plus rolled chaos burst damage.

Expanded Havoc

10th-level Path of Fundamental Chaos feature

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 : You begin your rage with one additional Echo (for a total of 2). With two echos, you must roll an 8 or higher to change the attack's target to an echo. With one duplicate, you must roll an 11 or higher.

Entropy Fragment of Possibility : The range of your infinite potential aura expands to 20 ft

Exploding Surge

14th-level Path of Fundamental Chaos feature

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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