Barbarian
Base Class: Barbarian

The power of your Rage is connected to the 4 Elemental planes surrounding the Material Plane. In the heat of battle these primordial forces manifest in a myriad of ways, usually resulting in a certain element coming to the forefront, however on rare occasions, your body channels the furious elemental chaos from the outermost edges of the Inner Planes.

(This is partially inspired by "The Path of Fundamental Chaos" from Critical Role. The weird list that appears below the "Aura of Frenzied Principles" table is because they are selectable rage options within the character sheet, so only the active abilities appear. If anyone knows how to remove this from the main description, I'd love to know.)

Escalating Fury

3rd-level Path of Elemental Bedlam feature

Your connection to the world's primal forces causes your rage to heighten the longer you're channeling it's power. Whilst raging you're able to accrue Primal Points. The maximum number of Primal Points you can have at one time is equal to your Rage Damage Bonus. You gain 1 Primal Point whenever you enter a Rage and whenever you begin your turn Raging. On each of your turns, the first creature you hit with a weapon or an Unarmed Strike takes an extra 1d6 damage for each Primal Point you currently have, the damage type is the same as your current Rages associated damage type. You lose all Primal Points when your Rage ends.

 

Aura of Frenzied Principles

3rd-level Path of Elemental Bedlam feature

When you enter your Rage you produce an Elemental Aura. Your Elemental Aura is an Emanation of 5 ft x half your Barbarian level (rounded down). Each Aura has an associated Damage Type and a progressive series of abilities. When you enter your Rage, roll 2d8 and select an Aura associated with one of the results. If you roll the same number on both d8's, you can choose the Elemental Chaos Aura.

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

Elemental Aura
d8 Effect
1-2: Air Aura

Damage Type: Lightning

Aura of Swift Winds: Whenever a Ranged Weapon Attack that is either made within this aura, targets a creature within this aura or would pass through this aura to hit the target, you can impose disadvantage on that attack. Once per turn you can spend 1 Primal Point (no action required) to double your speed until the end of your turn.

3-4: Earth Aura

Damage Type: Thunder

Aura of Binding Earth: You have Tremorsense within the area of this Aura. As a Reaction, in response to a creature in this Aura that's currently in contact with the ground, moving or making an attack roll you can have that creature make a Strength saving throw. On a failed save, if you spend 1 Primal Point the creature is Restrained until the start of your next turn. A creature restrained this way can attempt to escape, or one of their allies can attempt to free them by spending an Acton to make an Athletics against this abilities DC.

5-6: Fire Aura

Damage Type: Fire

Aura of Vengeful Flame: Once per turn, when a creature hits you with a Melee Attack, they take Fire damage equal to half your Barbarian level. Whenever a creature within this Aura makes an Attack Roll, you can spend a Reaction to have them make a Constitution saving throw, on a failure you can spend 1 Primal Point to make them Blinded until the end of your next turn.

7-8: Water Aura

Damage Type: Cold

Aura of Buffeting Waves: Whenever a creature starts their turn in this Aura or enters it, you can reduce their Speed by 10 ft unless it's a Swimming Speed. When you take the Attack action, you can spend 1 Primal Point to increase the Reach of your Melee Weapon Attacks by a number of ft equal to 10 x your Rage Damage Modifier, until the start of your next turn.

Matching die rolls: Elemental Chaos Aura

Damage Type: Force

Aura of the Kinetic Void: You gain 1 additional Primal Point when you activate this Aura. When a creature within this Aura hits with an Attack Roll, you can spend 1 Primal Point as a Reaction to cause that attack to miss.

Air 10

You become surrounded by an aura of blustering winds. Protecting you from airborne projectiles and giving you speed boosts in combat, this aura will eventually allow you to make rapid strikes, evade danger and periodically take to the skies.

Air 14

Air

Air 16

You become surrounded by an aura of blustering winds. Protecting you from airborne projectiles and giving you speed boosts in combat, this aura will eventually allow you to make rapid strikes, evade danger and periodically take to the skies.

Air 3

You become surrounded by an aura of blustering winds. Protecting you from airborne projectiles and giving you speed boosts in combat, this aura will eventually allow you to make rapid strikes, evade danger and periodically take to the skies.

Air 6

You become surrounded by an aura of blustering winds. Protecting you from airborne projectiles and giving you speed boosts in combat, this aura will eventually allow you to make rapid strikes, evade danger and periodically take to the skies.

Air 9

You become surrounded by an aura of blustering winds. Protecting you from airborne projectiles and giving you speed boosts in combat, this aura will eventually allow you to make rapid strikes, evade danger and periodically take to the skies.

Earth 10

The ground beneath you quakes. Your senses become one with the earth in your vicinity and gain the ability to call on it to grasp your enemies. With greater training this aura will allow you to manipulate gravitational forces, shield your allies and attack with ferocious tremors.

Earth 14

The ground beneath you quakes. Your senses become one with the earth in your vicinity and gain the ability to call on it to grasp your enemies. With greater training this aura will allow you to manipulate gravitational forces, shield your allies and attack with ferocious tremors.

Earth 16

The ground beneath you quakes. Your senses become one with the earth in your vicinity and gain the ability to call on it to grasp your enemies. With greater training this aura will allow you to manipulate gravitational forces, shield your allies and attack with ferocious tremors.

Earth 3

The ground beneath you quakes. Your senses become one with the earth in your vicinity and gain the ability to call on it to grasp your enemies. With greater training this aura will allow you to manipulate gravitational forces, shield your allies and attack with ferocious tremors.

Earth 6

The ground beneath you quakes. Your senses become one with the earth in your vicinity and gain the ability to call on it to grasp your enemies. With greater training this aura will allow you to manipulate gravitational forces, shield your allies and attack with ferocious tremors.

Earth 9

The ground beneath you quakes. Your senses become one with the earth in your vicinity and gain the ability to call on it to grasp your enemies. With greater training this aura will allow you to manipulate gravitational forces, shield your allies and attack with ferocious tremors.

Elemental Chaos 10

All 4 elements start colliding around, charged with even more planar energy than before your able to alter reality itself. As this field of chaos grows, you're able to alter the randomness of fate itself to grant favor to your allies and harness the powers of each of the Inner Planes when needed at will.

Elemental Chaos 14

All 4 elements start colliding around, charged with even more planar energy than before your able to alter reality itself. As this field of chaos grows, you're able to alter the randomness of fate itself to grant favor to your allies and harness the powers of each of the Inner Planes when needed at will.

Elemental Chaos 16

All 4 elements start colliding around, charged with even more planar energy than before your able to alter reality itself. As this field of chaos grows, you're able to alter the randomness of fate itself to grant favor to your allies and harness the powers of each of the Inner Planes when needed at will.

Elemental Chaos 3

All 4 elements start colliding around, charged with even more planar energy than before your able to alter reality itself. As this field of chaos grows, you're able to alter the randomness of fate itself to grant favor to your allies and harness the powers of each of the Inner Planes when needed at will.

Elemental Chaos 6

All 4 elements start colliding around, charged with even more planar energy than before your able to alter reality itself. As this field of chaos grows, you're able to alter the randomness of fate itself to grant favor to your allies and harness the powers of each of the Inner Planes when needed at will.

Elemental Chaos 9

All 4 elements start colliding around, charged with even more planar energy than before your able to alter reality itself. As this field of chaos grows, you're able to alter the randomness of fate itself to grant favor to your allies and harness the powers of each of the Inner Planes when needed at will.

Fire 10

Scorching flames wreath your body, rebuking any that would dare make physical contact with you and producing flashes of light bright enough to blind your enemies. As the flames intensify, you'll be able to manipulate them in burst capable of lighting up even the most pitch of darkness, immolate your foes and even restore your allies.

Fire 14

Scorching flames wreath your body, rebuking any that would dare make physical contact with you and producing flashes of light bright enough to blind your enemies. As the flames intensify, you'll be able to manipulate them in burst capable of lighting up even the most pitch of darkness, immolate your foes and even restore your allies.

Fire 16

Scorching flames wreath your body, rebuking any that would dare make physical contact with you and producing flashes of light bright enough to blind your enemies. As the flames intensify, you'll be able to manipulate them in burst capable of lighting up even the most pitch of darkness, immolate your foes and even restore your allies.

Fire 3

Scorching flames wreath your body, rebuking any that would dare make physical contact with you and producing flashes of light bright enough to blind your enemies. As the flames intensify, you'll be able to manipulate them in burst capable of lighting up even the most pitch of darkness, immolate your foes and even restore your allies.

Fire 6

Scorching flames wreath your body, rebuking any that would dare make physical contact with you and producing flashes of light bright enough to blind your enemies. As the flames intensify, you'll be able to manipulate them in burst capable of lighting up even the most pitch of darkness, immolate your foes and even restore your allies.

Fire 9

Scorching flames wreath your body, rebuking any that would dare make physical contact with you and producing flashes of light bright enough to blind your enemies. As the flames intensify, you'll be able to manipulate them in burst capable of lighting up even the most pitch of darkness, immolate your foes and even restore your allies.

Water 10

A torrent of water surrounds you. The currents slow down those who look to approach you and can be manipulated to extend your weapon attacks. As the waves of this aura heighten, the skills of your enemies get severely dampened to the point where they could fine themselves frozen within your frigid depths.

Water 14

A torrent of water surrounds you. The currents slow down those who look to approach you and can be manipulated to extend your weapon attacks. As the waves of this aura heighten, the skills of your enemies get severely dampened to the point where they could fine themselves frozen within your frigid depths.

Water 16

A torrent of water surrounds you. The currents slow down those who look to approach you and can be manipulated to extend your weapon attacks. As the waves of this aura heighten, the skills of your enemies get severely dampened to the point where they could fine themselves frozen within your frigid depths.

Water 3

A torrent of water surrounds you. The currents slow down those who look to approach you and can be manipulated to extend your weapon attacks. As the waves of this aura heighten, the skills of your enemies get severely dampened to the point where they could fine themselves frozen within your frigid depths.

Water 6

A torrent of water surrounds you. The currents slow down those who look to approach you and can be manipulated to extend your weapon attacks. As the waves of this aura heighten, the skills of your enemies get severely dampened to the point where they could fine themselves frozen within your frigid depths.

Water 9

A torrent of water surrounds you. The currents slow down those who look to approach you and can be manipulated to extend your weapon attacks. As the waves of this aura heighten, the skills of your enemies get severely dampened to the point where they could fine themselves frozen within your frigid depths.

Primal Resistance

6th-level Path of Elemental Bedlam feature

Whilst raging, you gain Resistance to your Aura's associated damage type. While your Elemental Chaos Aura is active, you have Resistance to all damage types, except Necrotic, Psychic, and Radiant.

 

Aura of Frenzied Principles (Improved)

Your Elemental Aura's gain new abilities

Air) Rapid Reaction: All allies within this Aura gain advantage on Dexterity Saving Throws. You can spend 1 Primal Point to make a Melee Weapon Attack as a Bonus Action.

Earth) Unyielding Gravity: You can't be knocked prone or moved against your will. When a creature starts it's turn within this Aura, you can have them make a Strength saving throw. On a failure, you can spend 1 Primal Point to pull the creature towards you up to half of this Aura's radius.

Fire) Eruption Strike: The area within this Aura is treated as being under the Daylight spell. Once per turn, if you hit a creature with a Melee Weapon Attack, you can spend 1 Primal Point to cause a 15-foot Cone of Fire to originate from you in the direction of the attack. All creatures must make a Dexterity Saving Throw, taking 2d8 Fire damage on a failure and half on a success.

Water) Against the Currents: Creatures of your choice within this Aura can't use their Reactions. When a creature starts its turn in the Aura, you can have it make a Constitution Saving Throw. On a failed save, you can spend 1 Primal Point to have it take a -2 penalty to AC and Dexterity Saving Throws and it can take either an Action or Bonus Action, not both. If it takes the Attack action, it can only make 1 attack per turn. This effect lasts for as long as it's within this Aura.

Elemental Chaos) Colliding Probabilities: All allies within this Aura can +1d4 to their attack rolls and saving throws. When you roll a 17-19 on an Attack Roll, you can spend 1 Primal Point to treat it as a Critical Hit.

Radical Ignition

10th-level Path of Elemental Bedlam feature

When your enter your Rage, you gain 1 additional Primal Point.

Aura of Frenzied Principles (Improved)

Your Elemental Aura's gain new abilities

Air) One with the Air: When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition. You can spend 1 Primal Point (no action required) to gain a Fly speed equal to your walking speed.

Earth) Shield of the Soil: You gain a +2 to your AC. As a Bonus Action, you can spend 1 Primal Point, heal 1 creature within this Aura 1 hp and give them a number of temporary hit points equal to 1d6 plus your Barbarian Level.

Fire) Incendiary Outburst: When you take the attack action on your turn, you can spend 1 Primal Point to replace one of your attacks with a violent explosion. Select a point within this Aura, all creatures within a 10 ft radius of that point must make a Dexterity Saving Throw. On a failure, they take 6d6 Fire damage, and half damage on a success.

Water) Tidal Defense: When a creature within this Aura makes a Melee Attack, you can spend 1 Primal Point to impose disadvantage on all that creatures attacks and gives the target resistance to any of those attacks damage until the end of the turn.

Elemental Chaos) Amalgamated Auras: At the start of each of your turns, you may select another Aura. You can use that Aura's 3rd Level abilties until the start of your next turn. Whenever you fail a Saving Throw, you can spend 1 Primal Point to re-roll it and take the new result.

Embrace of Chaos

14th-level Path of Elemental Bedlam feature

When you roll 2d8's to determine your Aura, if both die results would activate the same Aura, you can activate your Elemental Chaos Aura instead.

Aura of Frenzied Principles (Improved)

Your Elemental Aura's gain new abilities

Air) Scattered to the Winds: As an action, you can spend 2 Primal Points to teleport up to 100 ft. You can also bring up to 6 willing creatures within this Aura with you, each creature teleports to an unoccupied space of your choice within 10 ft of your destination space. You can only use this ability Once per Long Rest.

Earth) Cardinal Quake: As an Action, you can spend 2 Primal Points to cause massive tremors to run through the ground within this Aura. Any creature of your choice within this Aura must make a Constitution saving throw. On a failure, they take 3d12 Thunder damage and are Stunned until the end of their turn. On a Success, they take half damage and are knocked prone. Any creatures not in contact with the ground are neither Stunned nor Prone. You can only use this ability Once per Long Rest.

Fire) Rejuvenating Inferno: As an Action, you can spend 2 Primal Points to cause either healing or damaging Fire to envelope all other creatures within this Aura. You can choose any number of creatures in this Aura to heal a number of hit points equal to your Barbarian level, and if the creature has the Charmed, Frightened, Paralyzed, Poisoned or Stunned condition, the condition ends. You can choose any number of creatures in the Aura to take Fire Damage equal to your Barbarian level, and must make a Constitution saving throw. On a failed save, the creature is Blinded until the end of their turn. You can only use this ability Once per Long Rest.

Water) Glacial Tempest: As an Action, you can Spend 2 Primal Points, to have up to 4 creatures in this Aura to make Constitution Saving Throws. On a failed save, those creatures take 3d8 Cold damage and become Paralyzed until the end of their turn. You can only use this ability Once per Long Rest.

Elemental Chaos) Primal Cataclysm: As an Action, you can spend 2 Primal Points to activate the Level 14 ability of one of your other Aura's. You can only activate each other Aura's ability once per Long Rest.

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