Barbarian
Base Class: Barbarian

Walking a route with no plan are those of fundamental chaos and pandemonium – to them, it does not matter where the dice may roll or the coin is flipped, just that the potential is there and that nothing influences the chaos of the infinite. Joy is found in both good and bad, in fortune and in woe. Theirs is a world where the uncountable becomes manifest, where their own timelines of the unrealized or the never when coming to life.
It is not on them to cheat fate but to fall upon whatever sword or reward it throws at them. Often it is the planes of chaos that link to one walking this path, drawing on both the strength and weakness of the elemental planes, while others empower themselves using the magic of dunamancy, linking their own timeline with the potentiates of all their untraveled roads.

Primordial Contact

When you take this primal path at 3rd level, you learn to speak, read, and write Primordial.

Uproar and Disarray

If the effects of your powers require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
If your powers use Chaos damage, roll the same size die as your Chaos dice on the Chaos damage table to determine the damage type.

Chaos Damage Table

Dice Result

Damage Type

1

Poison

2

Acid

3

Slashing

4

Piercing

5

Bludgeoning

6

Force

7

Fire

8

Cold

9

Lightning

10

Thunder

11

Necrotic

12

Radiant


You harbor a swirling pool of potential and chaotic energy within yourself. This energy is represented by your Chaos dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various chaotic powers you have, which are detailed below.
Some of your powers expend the Chaos die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Chaos dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Chaos die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Chaos dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Chaos Burst. You can empower your weapons with elemental energy. When you hit a target with a melee weapon attack you can expend one Chaos die to deal additional magical Chaos damage equal to the number rolled plus your Constitution modifier.
Havoc Auras. You can emanate chaotic fluctuating auras while you rage. When you enter your rage you can expend one Chaos die to create a havoc aura emanating from you a number of feet equal to 5 x half the number rolled. The aura extends from you in every direction, but not through total cover. Except when otherwise stated, you are affected by your own auras. When you create a havoc aura, choose from the following effects:

⦁ Flickering Stasis. Everyone’s potential is kept in stasis as deviations of now, next, never, and then flicker around you. Each creature and object in the aura cannot gain, recover, increase or restore hit points or temporary hit points, and whenever they suffer or inflict a critical hit, that attack is turned into a normal hit. Any effects triggered by a critical hit are canceled.

⦁ Gravitational Attraction. Winds of gravity draw in all possibilities and eventualities towards you. Each creature and object in the aura has a disadvantage on attack rolls except against you. In addition, when a creature (except you) enters your aura for the first time on a turn or starts its turn there must pass a Strength save or be pulled up to 15 feet towards you. Unsecured objects that are completely within the aura at the end of your turn are likewise pulled up to 15 feet towards you.

⦁ Stillness of the Void. Surrounding you are the abject disquiet and discomfort of nothingness, except for that voice in the distance whispering in the back of your head. No sound can be created within or pass through the aura. Any creature or object entirely inside the aura is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. When you activate your havoc aura and at the start of each of your turns while it is active, you must pass a Wisdom saving throw or move and attack the nearest creature you can see.

⦁ Temporal Morass. Flickering with blue and red after-images, you are the only thing moving at a regular tempo. Each creature (except you) that starts its turn in the aura must make a Constitution saving throw or halve their speed and not be able to take reactions until the start of their next turn. You must move at least your full normal speed during your turn without backtracking, otherwise, until the start of your next turn, all creatures within your havoc aura automatically pass the saving throw.

Chaotic Divergence

Beginning at 6th level, you can create divergent versions of yourself using the potential energy of chaos you hold within. As a bonus action, you can expend one Chaos die, roll the die, and magically manifest a divergence in an unoccupied space you can see either within your havoc aura or within 15 feet of you. It is a magical, multicolored version of you that lasts for 10 minutes until it is destroyed until you dismiss it as a bonus action until you manifest another divergence, or until you are incapacitated.

Your divergence is a non-flammable weightless secured object, has AC 13 + your proficiency bonus, a number of hit points equal to 5 x the roll of your Chaos die, and immunity to all conditions. If it is forced to make an ability check or a saving throw, it uses your ability check or saving throw bonus for the roll. It cannot gain, recover, increase or restore its hit points or temporary hit points, and cannot interact with, carry or manipulate objects or creatures. Spells or other magical effects that cannot target or damage objects but can target or damage creatures treat your divergence as if it was a creature. It is the same size as you, and it occupies its space. On your turn, you can mentally command the divergence to move up to 30 feet in any direction, including up in the air (no action required). It can hover and cannot move through creatures or objects.
If your divergence is ever more than 30 feet from you at the end of your turn it is destroyed. If your havoc aura is active and your divergence is in the aura but further than 30 feet from you at the end of your turn, it is not destroyed.

⦁ As a bonus action, you can teleport, magically swapping places with your divergence at a cost of 15 feet of your movement after you teleport, regardless of the distance between the two of you.

⦁ When you take the Attack action on your turn, any attack you make with that action can originate from your space or the divergence's space. You make this choice for each attack.

⦁ When a creature that you can see within 5 feet of your divergence moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the divergence's space.

⦁ You can make your divergence intercept attacks directed at another creature that you can see that is within 5 feet of your divergence. Before the attack roll is made, you can use your reaction to change the target of the attack to your divergence.

⦁ As an action, you can see through your divergence’s eyes and hear through its ears. During this time, you are deafened and blinded. You can end this effect at any time (requires no action).

 

Mayhem All Around

Beginning at 10th level,

Tumultuous Twist. Additional possibilities manifest around you – what once could be and what is becomes what was. Whenever you roll a Chaos die, you roll two dice and choose which result to use. If you roll the same number on both dice, you can ignore the number and choose the result you want.

Shield of Bedlam. By absorbing the forces of bedlam, you can empower yourself against others who merely dabble with chaos. As an action, you can expend a Chaos die, roll the die, and activate your bedlam shield. Your bedlam shield lasts for 1 minute, until you end it (no action required) or until you're incapacitated. Your bedlam element is the roll of your Chaos dice on the Chaos damage table. While your bedlam shield is active, all allies within your havoc aura as well as you and your divergence have resistance to your bedlam element, or immunity to that bedlam element if it already has resistance to that bedlam element that was not provided by any bedlam shield.

Anarchy Unbound

Starting at 14th level, Chaos has ridden beside you for so long, whenever you throw yourself at its mercy you are guided to even greater possibilities. While your havoc aura is active you apply the following effects:

⦁ Flickering Stasis: None of the effects of this havoc aura apply to you or your divergence, except for when you or your divergence suffer a critical hit it is still a normal hit.

⦁ Gravitation Attraction: You and your divergence no longer suffer disadvantages from this havoc aura.

⦁ Stillness of the Void: You automatically pass the Wisdom saving throw from this havoc aura.

⦁ Temporal Morass: Creatures no longer automatically pass the Constitution saving throw from this havoc aura.

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