Barbarian
Base Class: Barbarian

This is for you Kit

Fundamental Force

Also at level 3, when the barbarian enters their rage, they invoke a Fundamental Force. The type of rage is determined randomly by rolling 1d4 whenever the barbarian begins their rage:

  • Temporal Morass (Time): Hostile creatures that start their turn within 15 feet of the barbarian must make a Constitution saving throw to avoid having their speed halved and lose their reaction. The DC is 8 plus proficiency plus Constitution modifier.
  • Violent Gateway (Space): When the barbarian reduces a creature to 0 hit points with a melee attack, they can teleport up to 60 feet to a point they can see.
  • Orbital Decay (Gravity): When raging, gravity seems to have more of a pull for everyone in the room (including allies). Creatures who start within 15 feet of the barbarian may be pulled up to 10 feet toward the barbarian. and suffer disadvantage on attacks against creatures other than the barbarian.
  • Probability Matrix (Potential): Each ally within 10 feet of the barbarian can add a d4 to attack rolls and saving throws.

 

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. Damage type depends on a rolled die and includes acid,lightning, force, cold, fire, psychic, and thunder.The barbarian regains chaos Burst on a short or long rest.

At 3rd level the damage die is 2d4. The damage die increases at higher levels, becoming 2d6 at 14th level.

Fundamental Force Enhancement

At 6th level, a raging barbarian can choose to spend a use of Chaos Burst, triggering a different effect for each type of 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 can open two portals, one next to themselves and another at a point within 60 feet. They may attack a creature through this portal as if the two portals are adjacent to one another. This attack deals an additional 1d6 damage.
  • Density Well (Gravity): The barbarian cannot be moved against their will or knocked prone, and 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 teleported 30 feet to a space of the barbarian's choice.
  • Gravity: The attacking creature is pushed 30 feet away from the barbarian.

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TBD

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