Barbarian
Base Class: Barbarian

The Path of the Fundamental Chaos is the barbarian subclass of Ashton Greymore. It is implied to be connected to dunamancy, as Ashton's head injury was healed with, among other things, a Potion of Possibility.

Chaos Burst.

Upon choosing this path at level 3, a Fundamental Chaos 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. Damage type depends on a rolled die and includes acid, lightning, force, cold, fire, psychic, and thunder. The barbarian regains chaos Burst on a short or long rest.

At 3rd level the damage die is 2d4. The damage die increases at higher levels, becoming 2d6 at 14th level.

Roll 1d10 for the damage type.
1: Acid
2: Cold
3: Fire
4: Force
5: Lightning
6: Poison
7: Psychic
8: Thunder
9: Necrotic
10: Radiant

 

Fundamental Force.

Also at level 3, when the barbarian enters their rage, they invoke a Fundamental Force. The type of rage is determined randomly by rolling 1d4 whenever the barbarian begins their rage:

  • Temporal Morass (Time): Hostile creatures that start their turn within 15 feet of the barbarian must make a Constitution saving throw to avoid having their speed halved and lose their reaction. The DC is 8 plus proficiency plus Constitution modifier.
  • Violent Gateway (Space): When the barbarian reduces a creature to 0 hit points with a melee attack, they can teleport up to 60 feet to a point they can see.
  • Orbital Decay (Gravity): When raging, gravity seems to have more of a pull for everyone in the room (including allies). Creatures who start within 15 feet of the barbarian may be pulled up to 10 feet toward the barbarian. and suffer disadvantage on attacks against creatures other than the barbarian.
  • Probability Matrix (Potential): Each ally within 10 feet of the barbarian can add a d4 to attack rolls and saving throws.

Fundamental Force Enhancement I

At 6th level, a raging barbarian can choose to spend a use of Chaos Burst, triggering a different effect for each type of rage.

  • Hyper Rage (Time): The barbarian's speed is doubled, they don't provoke opportunity attacks and they can use a bonus action to make an additional attack.
  • Wormhole Strike (Space): 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.
  • Density Well (Gravity): 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.
  • Dreadful Misfortune (Potential): 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.

Erratic Defense.

At 10th level, when hit by an attack the barbarian can use their reaction to become resistant to all damage, and an additional random effect occurs depending on a 1d4 roll of a rage type. Once this ability is used, it can't be used again until the barbarian finishes a short rest.

  • Time: The attacking creature's speed is halved and they can't take reactions, until the end of its next turn.
  • Space: The attacking creature is teleported 30 feet to a space of the barbarian's choice.
  • Gravity: The attacking creature is pushed 30 feet away from the barbarian.
  • Potential: Tethered Potential, a tether is created between you and your attack. all changes to Hp happen between targets f'eks all healing the barbarian would receive the tethered target also receives all damage the barbarian receives the tethered target receives and vice versa. 

Fundamental Force Enhancement II

At 14th level, a raging barbarian can choose to spend a use of Chaos Burst, triggering a different effect for each type of rage:

  • Acceleration Wave (Time): The barbarian chooses up to ten creatures they can see, and grants a burst of speed.
  • Scattering Blow (Space): When the barbarian hits a creature with an attack, the barbarian and the target can teleport to a space within 30 feet.
  • Singularity Assault (Gravity): The target takes 2 damage dice worth of additional force damage. Creatures within 30 feet of the target must make a Strength save or be pulled to the closest empty space adjacent to the target.
  • Mark of the Messy End (Potential): The barbarian can magically mark a target. Attack rolls against the target score a critical hit on an 18 through 20 until the start of the barbarian's next turn.

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