Barbarian
Base Class: Barbarian

If there is Order, Chaos must also be present, for there would be none without the other. Those who walk the Path of the Frenzied Flame believe, that all worlds originated from flaming chaos, and as such must one day to this chaos return. Their rage is fueled by this burning chaos, which makes them terrifying foes in battle. Even though, they are skilled warriors destroying everything in their path, their madness is not fully uncontrollable. Many of them study mysticism and are well acquainted with the secrets of the world, as the Flame grants them, what they call "visions".

Frenzied

Condition.

While under this condition a creature must at the end of each round take 1d6 psychic damage or succeed a Wisdom saving throw and take only half of the damage. The creature can try to get out of this condition by rerolling the save as a bonus action.

Visions

When you choose this path at 3rd level, The Flame truly accepts you, granting you the power to concentrate on the very fabric of the time-space. As an action, you can enter a "trans" reaching out of your material viewes. You can target any plane, character, one of the possible futures, or reflect on moment of the past. The DM decides on how clear the vision is and if you're targeting a person, that is currently having a conversation, how many words you can make out.

You can use this feature number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Frenzied Surge

Also at 3rd level, The Flame fueling your rage sometimes erupts from you. When you enter your rage, roll on the Frenzied Surge table to determine, how The Flame will manifest itself.

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

Frenzied Surge
d8 Name Effect
1 Howl of Madness
As you howl, each creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw or become frenzied for a number of rounds equal to you proficiency bonus. You also gain temporary hit points equal to half the damage dealt by frenzy (rounded up) plus your barbarian level.
2 Flaming Step
Amber flames empower your body, granting you the ability, to take off the ground and land up to 30 feet on an unoccupied space you can see, moving all creatures within 5 feet of you to an unoccupied space towards from you. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 Frenzied Rain
You shoot a spray of flames from your eyes, that strikes a creature you see within 30 feet of you. Each creature within 5 feet of it must succeed a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, shooting another spray, on each of your turns as a bonus action.
4 Truculent Frenzy
Amber flames envelop your currently equipped weapons (or fists) changing their damage to force. You also gain the action Flaming Ram.
5 Vengeful Frenzy Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as flames lash out in retribution.
6 Flame Protect Me
Until your rage ends, you are enveloped in amber flames; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. Whenever a creature attacks you and fails a Wisdom saving throw, it becomes frenzied until the start of your next turn.
7 Frenzied Garden
Flaming flowers and vines temporarily cover the ground around you; until your rage ends the ground within 15 feet of you is difficult terrain for your enemies. Also whenever an enemy creature fails a Dexterity saving throw while standing on this terrain, it becomes frenzied.
8 Frenzied Burst
A ray of light shoots from your eyes. Another creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw or take 1d6 force damage and be frenzied until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Flaming Ram

As an action, you can dash 20 feet towards an enemy creature, dealing 1d6 force damage + your proficiency bonus + your Strength modifier. I the creature fails a Constitution saving throw, it becomes prone, until the start of your next turn.

This action can only be used as a part of the Truculent Frenzy rage form.

Frightening Chaos

Beginning at 6th level, every creature under the frenzied condition also becomes frightened and stays as such until it is no longer frenzied.

Frenzied Backlash

At 10th level, when you are imperiled during your rage, the flame within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Frenzied Surge table and immediately produce the effect rolled. This effect replaces your current Frenzied Surge effect.

Leeching Frenzy

At 14th level, whenever a creature that you can see within 60 feet takes psychic damage from being frenzied, you recover a number of hitpoints equal to half of the damage plus your constitution modifier.

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