Barbarian
Base Class: Barbarian

Upon taking this subclass, you learn how to channel your chaotic nature to produce random elemental effects for each unarmed attacks you make. Be wary though, not all the effects are beneficial!

Must be a chaotic alignment.

Chaotic Pugilist

Starting at level 3 you may choose an elemental affinity from the elemental table, shown below.

  • During your turn, you may expend a bonus action to embrace the chaotic energy your rage has unleashed. 
  • Until the beginning of your next turn, when you make a successful attack roll, you must roll a D10. The damage for that single attack becomes the rolled element, and your damage roll is replaced by a number of D6 equal to your rage damage bonus + your strength modifier.

Example: On a successful attack roll, a level 7 barbarian would roll a D10. If a 5 is rolled, you would deal 2d6 cold dmg (Plus strength modifier) and apply the element’s effect.

 

Saving throw DC for the abilities: 8 + your proficiency bonus + your Strength modifier

 

  1. Backfire- The chaotic nature of your ability causes your attack to backfire. Reroll the D10, and apply the appropriate effect and damage to yourself. If the affinity skill has different effects, roll a D4 to select the effect that applies, rerolling on a 4. You will gain disadvantage on attacks until the start of your next turn. Can not be chosen as an affinity.

 

2. Fire- Your fists erupt in a burst of searing flames. On a successful attack, deal extra fire damage equal to twice your proficiency bonus in a five foot radius around the target, including you. Creatures in the radius must make a dexterity saving throw, taking half damage on a success.

Affinity- You are able to direct the burst of flame, allowing you to choose which creatures within the radius are harmed by the burst, change the burst into a 10 ft cone, or a 15 ft line, in any direction with the target as the origin.

 

3. Earth- Your hands vibrate with power. Your attacks deal piercing damage, as if the vibrations from your attacks go deeper than the surface. You gain the Siege property for this one attack. Attacks dealt to constructs and undead have doubled damage for this one attack.

Affinity- Upon a successful attack, the vibrations will affect your target's muscles, forcing them to go limp. The target makes a Constitution saving throw against being knocked prone. Another constitution save can be attempted at the end of their turn. Only affects creatures with muscles. 

 

4. Air- Wind swirls around your hands, producing powerful gales with each swing. Your damage type becomes bludgeoning as the powerful bursts of wind slam into your enemy. On a successful hit, your target must make a strength save, or be pushed a number of feet equal to your proficiency score times 5 in a direction of your choosing, based on the way you attacked them.

Affinity- You are able to push more than one person, as long as they are in the path of the wind. You may choose how far they are pushed, up to 30 feet. Any extra targets must make saving throws of their own.

 

5. Ice- Your hands become sheathed in ice. Your attacks deal cold damage. The target must make a strength saving throw. On a fail, its movement speed is halved until the start of its next turn.

Affinity- The chill of your ice becomes stronger. When attacking a living creature, you may choose to attack an arm, leg, or body, and on a failed save, different effects are applied. When attacking an undead or construct, they gain vulnerability to bludgeoning damage for (proficiency) turns.

Arm: The target's arm goes numb, forcing them to drop their weapon if they're carrying one. If they aren't, they have disadvantage on attack rolls until the end of their next turn.

Leg: Their foot is frozen to the ground, reducing their movement speed to 0 and the target has disadvantage on dexterity saves until they are able to break the ice. They are able to make another strength save at the end of their turn.

Body: The target must make a constitution saving throw. On a failure, their internal temperature lowers, causing shivers. If this effect is applied three times without the target warming up, they will die. This requirement increases by one for each size the creature is above medium.

If the target is dealt fire damage equal to or greater than your proficiency bonus, they will be warmed up, and the ice will melt. 

Upon a long rest, the target's body temperature is returned to normal.

6. Lightning- Arcs of lightning crackle between your fingertips. Your attacks deal lightning damage, and you are able to cast the Shocking Grasp cantrip as an action, using your normal attack roll. With multi attack, you are able to cast shocking grasp in place of one attack.

Affinity- On a hit, you are able to direct the electricity into the target's muscles. They must make a constitution saving throw, and on a failure, they are stunned for (proficiency) turns. The target may attempt another saving throw at the end of their turn.

 

7. Necrotic- A few wisps of green mist occasionally drifts down from your hands. Your attacks deal necrotic damage and prevent your opponent from healing until the start of your next turn.

Affinity- On a successful hit, you may regain hit points equal to half the necrotic damage dealt.

 

8. Acid- Thick acid drips from your fingertips. On a hit, acid instead splashes onto your target, dealing half your standard elemental damage as acid damage for (proficiency) rounds. The target may use its turn to remove the acid.

Affinity- You gain greater control over your acid. On a successful hit, you are able to focus your acid towards your target's armor, body, or weapon. 

Armor: You are able to corrode their armor/shield. When this effect is used on non-magical armor, it permanently reduces the AC given by the armor or shield by 1. This reduction will stack each time the effect is used. When the base armor AC is reduced to 10 or the shield bonus is 0, it is destroyed. Magical armor is unaffected by this.

Body: The acid damage will proceed as normal, but is unable to be removed.

Weapon- The acid quickly begins to eat through the material, granting a permanent and stacking -1 to damage rolls. Once this reaches a -5, the weapon is destroyed. Magic weapons are unaffected by this.

 

9. Radiant- Your hands lightly glow with a soothing aura. Instead of taking damage, the target will instead heal for the amount it would have taken (Strength modifier is included). Undead are unaffected by this, and will take damage as normal.

Affinity- You gain control over your healing, but you can still slip. After rolling damage and declaring whether you are attempting to heal or harm, Roll a D20. On a 6 or more, the effect will be as you declared. On a 5 or less, the effect is the opposite.

 

10. Overcharged- When rolled, you must roll again, and deal double damage. Can not be chosen as an affinity

Chaotic Evasion

 

As a reaction, you may attempt to entirely negate damage from a single attack. Roll a D10, and if you roll a 6 or more, you succeed in negating the damage. On a fail, you take twice as much. You may use this ability a number of times equal to your proficiency modifier per long rest.

Ordered Disorder

You gain tenuous control over your abilities. Once per battle, you are able to choose an elemental effect instead of rolling*

if you choose overcharged, you must roll on the table as normal when selecting which element to overcharge.

You may choose an additional elemental affinity.

Not Quite Dead!

Once per long rest, if you fall to 0 hp, you return to 1 HP, and become immune to damage for 1d4 turns. At the end of the turn decided by the die, you collapse and fail 2 death saves instantly. 

This ability can only be used once per long rest.

 

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