Barbarian
Base Class: Barbarian

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Chaos.

Chaos Burst

Upon choosing this path at 3rd level, a Chaos Magic barbarian can choose to deal extra damage on an attack with a chaos burst. This allows them to add additional damage dice to an attack with a melee weapon a number of times per day equal to their proficiency bonus refreshing at long rest. Damage type depends on a rolled die per table below. and includes acid, lightning, force, cold, fire, psychic, and thunder.The barbarian regains chaos Burst on a short or long rest.

 

d6 Roll Damage type
1 Poison
2 Fire
3 Acid
4 Cold
5 Lightning
6 Force

 

At 3rd level the damage die is 2d4. The damage die increases at 9th level to 2d6 and at 17th level to 2d8.

 

Chaos Surge

Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Chaos Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Chaos Magic  
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. This  damage temproray hit ponts increases by 1d12 when you reach 5th level (2d12), 11th level (3d20), and 17th level (4d12).
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks you determine, appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d8 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. AC increases when you reach 8th level (+2 AC), 16th level (+3 AC).
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d8 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

Unleashed Rage

At 6th level you can enter a heightened chaos rage an amount of times equal to your proficiency modifier. In this heightened state, roll unleashed rage table and determine what additional effects happen as per table below.

Unleashed rage  
d6 Effect
1 The barbarian's speed is doubled, they dont provoke attacks of oppurtunity and they can use a bonus action to make an additional attack.
2 The barbarian cannot be moved against their will or knocked prone, and when they hit a creature with a melee weapon attack it deals additional damage and must make a Strength saving throw or be knocked prone.
3 The barbarian can feel the reality tethers. As a bonus action they can try to pull one creature they can see within 60 feet by 15 feet towards them by manifesting ethereal chains. The creature must succeed strength saving throw or they will be forcefully moved.
4 The barbarian can open two portals, one next to themselves and another at a point within 60 feet. They may attack a creature through this portal as if the two portals are adjacent to one another. This attack deals an additional 1d6 damage.
5 The barbarian can adapt to harmful elemental damage. As a reaction to receiving elemental damage they can gain resistence to the one type they received until thestart of their next turn.
6 When a creature misses the barbarian with an attack, the barbarian can use their reaction to force the creature to re-roll the attack against itself, on a hit the creature takes half damage.

Unstable Backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Chaos Magic table and immediately produce the effect rolled. This effect replaces your current Chaos Magic effect.

Controlled Surge

At 14th level, whenever you roll on the Chaos Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

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