Base Class: Barbarian
DISCLAIMER: I do not take credit for the making of anything in this subclass. I have interpreted and reworded things from the Critical Role Wiki and u/BlueNagash on Reddit.
The Path of Fundamental Chaos barbarians are followers of the innate power and chaos of the multiverse around them. They take the elements and life around all of us and channel them through their bodies, minds, and weapons to destroy their enemies.
Chaos Burst
Upon choosing this path at level 3, you may choose to deal extra damage on an attack with a chaos burst. When you successfully hit an opponent with a melee attack, you may expend one use of this ability to deal an extra 2d4 damage. Then roll a d6 to determine the damage type based on the table below:
|
Number Rolled |
Damage Type |
|
1 |
Acid |
|
2 |
Lightning |
|
3 |
Force |
|
4 |
Cold |
|
5 |
Fire |
|
6 |
Psychic |
This ability can be used a number of times equal to your proficiency bonus and you regain all expended uses on a long rest.
At 14th level the damage becomes 2d6.
Fundamental Force
Also at level 3, when you enter your rage, you invoke a Fundamental Force. The type of rage is determined randomly by rolling a d4 whenever you begin your rage:
|
Number Rolled |
Rage Type |
Rage Effect |
|
1 |
Temporal Morass (Time) |
Hostile creatures that start their turn within 15 feet of you must make a Constitution saving throw. On a failed save, an affected creature has its movement speed halved and is unable to take a reaction until the start of its next turn. The DC is equal to 8 plus your proficiency and constitution modifier. |
|
2 |
Violent Gateway (Space) |
When you reduce a creature to 0 hit points with a melee attack, you may teleport up to 60 feet to a point you can see. |
|
3 |
Orbital Decay (Gravity) |
Creatures within 15 feet of you have their movement speed reduced by 10 while moving away from you, get pulled 10 feet towards you on the end of their turns if still within range, and suffer disadvantage on attacks against creatures other than you. |
|
4 |
Probability Matrix (Potential) |
Each ally within 10 feet of you can add a d4 to attack rolls and saving throws. |
Fundamental Force Enhancement
At 6th level, a raging barbarian can choose to spend a use of Chaos Burst to upgrade it’s rage. The number of the effect stays the same in the table below:
|
Number Rolled |
Rage Type |
Rage Effect |
|
1 |
Hyper Rage (Time) |
Your speed is doubled and you may use a bonus action to make an additional attack or take the Disengage action. |
|
2 |
Wormhole Strike (Space) |
You may open two portals, one next to you and another at a point within 60 feet you can see. You may attack a creature through this portal as if are within 5 feet of it. This attack deals an additional 1d6 force damage. |
|
3 |
Density Well (Gravity) |
You cannot be moved against your will or knocked prone, and when you hit a creature with a melee weapon attack it must make a Strength saving throw or be knocked prone.The DC is equal to 8 plus your proficiency and constitution modifier. |
|
4 |
Dreadful Misfortune (Potential) |
When a creature misses an attack against you, you may use your reaction to force the creature to attack itself. The creature rolls to hit again and if it beats it’s own armor class it deals half of it’s attack damage to itself. |
Erratic Defense
At 10th level, when you are hit by an attack, you can use a reaction to become resistant to all damage. When you do, roll a d4 and gain the corresponding effect on the table below:
|
Number Rolled |
Effect Type |
Effect |
|
1 |
Time |
The attacking creature becomes under the effects of the slow spell until the end of their next turn. |
|
2 |
Space |
The attacking creature is teleported to an unoccupied space you can see within 30 ft. |
|
3 |
Gravity |
The attacking creature is pushed 30 feet away from you. If the path is obstructed by a wall, object, or creature, both the attacking creature and the object or creature takes 3d6 bludgeoning damage. |
|
4 |
Potential |
The attacking creature gets disadvantage on all rolls until the end of their next turn. |
Once this ability is used, it can't be used again until you finish a short rest.
Anarchy Unbound
Finally, when you reach 14th level, whenever you roll a die to determine the effect of Chaos Burst, Fundamental Force, Fundamental Force Enhancement, or Erratic Defense, you may roll another die of the same type and pick either result. If both results are the same, you may instead choose any option.
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Posted Feb 6, 2024thank you for transcribing this.