Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Fractured Force tap into the raw, primal energies that govern the physical world—gravity, momentum, magnetism, and inertia. Their rage is not just an expression of fury but a manifestation of cosmic forces gone wild, allowing them to bend the laws of physicsaround themselves. These warriors become living anomalies in the fabric of reality, wielding the very forces that hold the universe together to shatter bones, warp space, and crush enemies under the unbearable weight of their presence.

 

While some Fractured Force barbarians believe their abilities stem from exposure to the Aether or ancient arcane experiments, others are touched by primordial beings or forgotten scientific forcesthat predate magic itself. Their unpredictable, volatile powers make them both devastating and dangerous, as even allies can fall victim to the unstable forces they unleash in battle.

Fractured Surge

3rd-level Path of the Fractured Force feature

The Physics based energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Fractured Surge table to determine the  Anamoly produced.

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

Fractured Surge
d6 Effect
1

Gravitational Pull: The gravity around you intensifies. Each creature of your choice within 10 feet must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be pulled 5 feet toward you and have their movement halved until the start of your next turn.

2

Repulsive Force: You become a living magnetic pulse. Creatures that start their turn within 5 feet of you must succeed on a Strength saving throw or be pushed 10 feet away and take 1d6 force damage.

3

Inertial Boost: You manipulate your own inertia. Your movement speed increases by 15 feet, and your melee weapon attacks deal an additional 1d6 force damage when you move at least 15 feet before the attack.

4

Magnetic Distortion: The air around you becomes charged with magnetic energy. Metal weapons have disadvantage on attack rolls against you, and any creature wearing metal armor takes 1d6 lightning damage at the start of their turn.

5

Kinetic Reflection: Your body becomes a conduit for kinetic energy. When you are hit by a melee attack, the attacker takes force damage equal to your Constitution modifier.

 

6

Zero-Point Flux: Reality frays at the edges around you. You can use a bonus action on your turn to teleport up to 15 feet to an unoccupied space you can see.

 

 

   

Unstable Momentum

Your control over physics allows you to redirect force in unpredictable ways. When you take damage from a melee attack while raging, you can use your reaction to redirect some of that force. Choose one of the following effects:

 

• Kinetic Rebound: The attacker takes 1d8 force damage as the energy rebounds into them.

 

• Momentum Surge: You can move up to 15 feet in any direction without provoking opportunity attacks.

 

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Kinetic Overload

6th-level Path of Fractured Force feature

Your manipulation of momentum allows you to unleash devastating bursts of force. Once per turn while raging, when you hit a creature with a melee weapon attack, you can choose to overload the kinetic energy, causing the target and all creatures within 5 feet of it to take an additional 2d6 force damage.

 

Additionally, when you move 15 feet before attacking, your melee weapon attacks deal an additional 1d8 force damage until the end of your turn.

Damage Scaling: This extra damage increases at higher levels:

• At 10th level: Extra damage increases to 2d8 force damage.

• At 14th level: Extra damage increases to 3d8 force damage.

Spatial Instinct

3rd-level Path of Fractured Force feature

Your connection to the forces of space allows you to perceive distortions in reality. While raging, you gain:

• Advantage on Perception checks to detect invisible creatures, illusions, or magical traps, sensing ripples in space.

• You cannot be surprised, except by creatures using teleportation or planar shifting.

Gravitational Flux

10th-level Path of Fractured Force feature

Your body becomes a gravitational anchor, warping the space around you. While raging, you gain the following benefits:

 

• Gravitational Pull: At the start of your turn, you can choose to create a gravitational field. Each creature of your choice within 15 feet must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be pulled 10 feet toward you and they take 3d6 force damage.

 

• Gravitational Shield: When a creature within 5 feet of you misses you with an attack, you can use your reaction to push them 10 feet away and they take 3d6 force damage.

Event Horizon

14th-level Path of the Fractured Force feature

At the height of your rage, you become a living singularity, crushing everything around you with the weight of the universe. As an action while raging, you can unleash an Event Horizon centered on yourself:

 

• Each creature of your choice within 20 feet must make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, they take 6d10 force damage, are pulled 15 feet toward you, and are restrained until the end of your next turn. On a successful save, they take half damage and are not restrained.

 

• While restrained by this effect, creatures take 3d6 force damage at the start of their turns.

 

Once you use Event Horizon, your rage immediately ends, and you suffer one level of exhaustion. You can’t use this feature again until you finish a long rest.

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