Barbarian
Base Class: Barbarian

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Chaos weapons.

 Starting at 3rd level, you gain the power too reach into limbo and form weapons out of its chaotic energy. As a bonus action, you can conjure any one simple weapon or material melee weapon, this weapon gains the thrown property (30/45) unless it already has a thrown properly with more range. you can have one weapon created at a time or two if they both have the light property. Your weapon are NOT considered magical for the purpose of resistances and immunities. Your weapons return to limbo if they are out of your hand(s) at the end of any of your terns or if you dismiss it as a bonus action.

Chaotic rage

When you enter rage you can summon your chaos weapons as the same bonus action activating your rage. additionally, your chaos weapons gain the fallowing features as you are raging:

  • critical hits deal extra damage equal to double your barbarian level 
  • Your weapons get a +1 on rolls to hit
  • If a weapon returns to limbo all creatures of your choice in 5ft of it take 1d4 of its respective damage type. This damage increases by 1d4 at 6th level and again at 10th and 14th level.

Once you leave this rage attack rolls with your chaos weapons have disadvantage for 1 minute as there form becomes unstable.

Elemental chaos.

Starting at 6th level for the purpose of resistances and immunities, you chaos weapons are considered magical. additionally, one you conjure a weapon from limbo you can assign it a random element using the table below, each element has a unique effect. You can choose to replace the damage type of the weapon with the element.

 

Roll (1d8)

Element 

1

Cold: if you hit a attack with you weapon, the target’s movement speed is reduced by 5 until the end of their next tern.

2

Fire: if you hit a attack with you weapon, the target takes fire damage equal to your rage damage at the start of their next tern

3

Force: if you hit a attack with you weapon, the target gets pulled 10ft closer if possible.

4

Lightning: if you hit a attack with you weapon, all creatures of your choice within 10ft. Of the target take 1/4th the damage dealt to the target rounded down.

5

Thunder: if you hit a attack with you weapon, the target gets pushed 10ft back

6

Poison: the target is poisoned until the end of its next tern

7

Acid: if you hit a attack with you weapon, the targets ac is reduced by 1/5th of your barbarian level rounded down until the start of your next tern

8

Necrotic: if you hit a attack with you weapon, you recover hit points equal to your rage damage modifier, you can do this once per tern.

Keeper of chaos.

At tenth level, before you know the results of the roll, you can give yourself advantage on any ability check, saving throw, or attack roll.

You can use this feature a number of times equal to your rage Damage modifier + 3. you regain all uses at dawn.

Chaos king.

 At 14th level, Your chaos weapons become severely more powerful, tripling the range on the thrown property. additionally as you are raging your critical hits with your chaos weapons deal 4 times the damage instead of 3; you get a +2 on damage and attack rolls; and the range of weapon explosion increases to 10ft.

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