Base Class: Barbarian
Not all barbarians are limited by petty things like space and time. Known as Otherworlders, they are typically planes-hoppers and time travelers, never a single time or place to call home except for the battlefield to live, die, and repeat until death finally sticks. The Path of the Otherworlder is an unnatural and chaotic path, these otherworldly barbarians and their power are an often unforeseen variable to the best savants of divination and prediction.
Timeline Runner
When you choose this path at 3rd level, your movement becomes impossible to track as space folds to your whim while you rage. Your movement speed is doubled and you do not provoke opportunity attacks while raging.
When your rage ends, you must roll on the Otherworlder's magic table. At 5th level choose to roll at the beginning or end of your rage. At 10th level roll twice from the table and pick one of two results. Death of the player character counts as the rage ending and the Otherworlder's magic table must still be rolled if it has not already been rolled.
Dodge This
Beginning at 6th level, you can add your strength bonus modifier to your AC against ranged attacks while raging, provided your speed is greater than zero.
Kinetic Kill Vehicle
At 10th level all of your thrown weapon attacks ignore cover and as a bonus action you can summon the thrown weapon back in your hand.
Effect and Cause
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can redirect that damage at the attacker as a reaction. This ability recharges every short rest or by reducing a hostile creature's hit points to zero.
Otherworlder's magic table
01–02 (1) For the next minute, you can see any invisible creature if you have line of sight to it.
03–04 (2) A clone of your player character controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
05–06 (3) Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
07–08 (4) For the next minute, you regain 5 hit points at the start of each of your turns.
09–10 (5) Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
11–12 (6) An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
13–14 (7) You gain a flying speed of 200 feet for an hour.
15–16 (8) You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
17–18 (9) Up to six creatures of your choice within 60 feet of you gain d10 times your barbarian level in temporary hitpoints for one hour.
19–20 (10) Until your next long or short rest, eating lemons or drinking lemon juice heals you for 10d12 hit points.
21–22 (11) You turn into glass until the start of your next turn. While you are glass, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points the glass shatters, and your form reverts.
23–24 (12) For the next minute, all creatures in your plane of existence lose the ability to smell.
25–26 (13) A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
27–28 (14) You can’t speak for the next minute. Whenever you try, the sound of your words are reversed.
29–30 (15) A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
31–32 (16) You are immune to being intoxicated by alcohol or the effects of drugs for the next 5d6 days.
33–34 (17) Your hair falls out but grows back within 24 hours.
35–36 (18) For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
37–38 (19) Up to three creatures you choose within 30 feet of you take 4d10 force damage.
39–40 (20) You become invisible to any creature one or more sizes larger than you until your next long or short rest.
41–42 (21) Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
43–44 (22) You and one creature of your choice gain resistance to all damage for the next minute.
45–46 (23) The next creature you touch becomes petrified for 1d4 hours.
47–48 (24) You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
49–50 (25) Illusory butterflies flutter in the air within 10 feet of you for the next minute.
51–52 (26) You can take one additional action immediately.
53–54 (27) For the next minute all rocks and minerals you touch become limestone, except for limestone which becomes silver.
55–56 (28) Ducks on your plane of existence become invisible for the next minute. The invisibility ends if ducks attack or cast a spell.
57–58 (29) If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
59–60 (30) Your size increases by one size category for the next minute. All items on your person grow with you to match.
61–62 (31) For one hour, any evil creature you lick tastes like black licorice.
63–64 (32) You are frightened by all creatures that have done damage to you, and all creatures you have damaged are frightened by you until the start of your next turn.
65–66 (33) All creatures within 30 feet of you can’t speak for the next minute. Whenever they try, the sound of their words are reversed.
67–68 (34) You have a vision of one possible timeline involving your past or future self.
69–70 (35) The next ranged spell attack against you has advantage until the start of your next turn.
71–72 (36) You switch places with your past self and you now have the number of hit points and conditions you had after the end of your last long rest.
73–74 (37) All creatures within 60 feet of you are transported to the Astral Plane until the end of your next turn, after which time they return to the space they previously occupied or the nearest unoccupied space if that space is occupied.
75–76 (38) Any creature that smells your breath is charmed or frightened by you depending on the last thing you ate.
77–78 (39) The gods gift you peanut butter. Your peanut butter jar magically refills after every short or long rest for one week.
79–80 (40) The remove curse spell is cast centered on you and radiates out 120 feet in all directions.
81–82 (41) You turn into metal construct replica of yourself for the next 3d4 minutes and your creature tag becomes construct for the duration.
83–84 (42) All non magical items you are holding gain sentience. A remove curse spell can end this effect.
85–86 (43) You and any creature within 5 feet of you is restrained in space time until the start of your next turn.
87–88 (44) You become aware that somewhere somehow, a duck is watching you.
89–90 (45) You know where the nearest bathroom is if one exits on your plane of existence.
91–92 (46) A random creature within 60 feet of you is teleported 10d6 feet into the air and appears in an unoccupied space.
93–94 (47) You can understand the laguages of insects in perfect detail. A remove curse spell can end this effect.
95–96 (48) All hostile creatures within 30 feet of you are turned into Crocodiles.
97–98 (49) Your sex changes until your next short or long rest.
99–00 (50) You regain all uses of rage.
Previous Versions
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