Base Class: Barbarian
Barbarians of the Path of Fundamental Chaos have no control over their power, but it still makes them dangerous and unpredictable foes, capable of bending Time, Space, Gravity and Potentiality around them.
Chaos Burst
Upon choosing this path at level 3, a Fundamental Chaos barbarian can choose to deal extra damage on an attack with a chaos burst. This allows them to add additional damage dice to an attack with a melee weapon a number of times per day equal to their proficiency bonus. Chaos Burst can be used directly as free action every turn, taking only Chaos Burst points.
Using Chaos Burst grants the Barbarian additional damage on their next weapon attack, the damage is randomly selected between Acid, Lightning, Force, Cold, Fire, Psychic, Thunder, and Necrotic.
The damage done by Chaos Burst is equal to 2d4 + the Barbarian’s Constitution modifier.
The die increases to 2d6 at level 10 and 2d8 at level 14.
Fundamental Chaos
Upon choosing this path at level 3, when the barbarian enters their rage, they invoke a Fundamental Force. The type of rage is determined randomly whenever the barbarian begins their rage.
- Temporal Morass (Time): Hostile creatures that start their turn within 15ft of the barbarian must make a Constitution saving throw to avoid having their speed halved and lose their reaction. The DC is 8 + proficiency + Constitution modifier.
- Violent Gateway (Space): When the barbarian reduces a creature to 0 hit points with a melee attack, they can teleport up to 60ft to a point they can see as a free action.
- Orbital Decay (Gravity): When raging, gravity seems to have more of a pull for everyone in the room (including allies). Enemies within 15 feet of the barbarian who try to go away from the barbarian may either have their speed reduced by 10 feet, or may be pulled up to 10 feet toward the barbarian. and suffer disadvantage on attacks against creatures other than the barbarian. The DC is 8 + Proficiency + Constitution modifier
- Probability Matrix (Potential): Each ally within 10 ft of the barbarian gains 1d4 bonus to attack rolls and saving throws.
Fundamental Chaos Enhancement
At 6th level, a raging barbarian can choose to spend a use of Chaos Burst, triggering a second passive effect for the rest of their rage.
- Hyper Rage (Time): The barbarian's speed is doubled and they can use a bonus action to make an additional attack or take the Disengage action.
- Wormhole Strike (Space): The barbarian gains the Wormhole Impact spell, which allows them to teleport to an enemy within 60ft, dealing damage to all enemies in the area of the teleport destination. This attack deals an additional 1d6 damage to all enemies.
- Density Well (Gravity): The barbarian cannot be moved against their will or knocked prone, when they hit a creature with a melee weapon attack it must make a Strength saving throw or be knocked prone.
- Dreadful Misfortune (Potential): When a creature misses the barbarian with an attack, the barbarian can use their reaction to force the creature to re-roll the attack against itself, on a hit the creature takes half damage.
Erratic Defense
At 10th level, when hit by an attack the barbarian can use their reaction to become resistant to all damage, and an additional random effect occurs depending on a 1d4 roll of a rage type. Once this ability is used, it can't be used again until the barbarian finishes a short rest.
- Time: The attacking creature is slowed, possibly the effects of the Slow spell, until the end of its next turn.
- Space: The attacking creature is banished for 2 rounds/full turns.
- Gravity: The attacking creature is pushed 30 feet away from the barbarian.
- Potential: The attacking creature must succeed a Dexterity saving throw or be disarmed.
Chaos Embrace
Once you have reached the 14th level, when you enter a rage the additional Fundamental Chaos effect immediately also takes place. You do not have to expend a Chaos burst to have both active like before but instead can expend that Chaos burst to re-roll for a different Fundamental Chaos option for either. If the option is the same re-roll until you get a different effect. You must take this new effect. You cannot mix Fundamental Chaos forces.
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