Barbarian
Base Class: Barbarian

Dunamancy is an ancient and virtually unstudied field of magic within the lands of Exandria. It is said the very laws of the universe, of reality itself, are built upon this chaotic magical force. Barbarians are no strangers to chaos, so it is no surprise that those who find themselves exposed to this primordial magic of probability and potential come away with its essence clinging to them. Though exceedingly rare given how dangerous exposure to pure dunamis is, some peoples of the Kryn Dynasty pursue this barbarian path after experiencing the rite of consecution. Oddly, there have been a scant few rumors of individuals outside the Dynasty manifesting eerily similar powers.

Chaos Burst

3rd-level Path of Fundamental Chaos feature

Starting when you take this Path at 3rd level, you can call upon its chaotic nature to burst from your weapon. When you hit a creature with a melee weapon attack, you can spend one use of a chaos burst to deal extra damage in addition to the weapon's damage. You must roll a d10 on the chaos burst table to randomly determine the damage type of each chaos burst. The extra damage is 2d4 and increases to 2d6 at 14th level.

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

Chaos Burst
d10 Damage Type
1 acid
2 cold
3 fire
4 force
5 lightning
6 necrotic
7 poison
8 psychic
9 radiant
10 thunder

Fundamental Force

3rd-level Path of Fundamental Chaos feature

Starting at 3rd level when you choose this Path, the volatile power of primordial chaos contained within you explodes outward, altering fundamental aspects of reality around you. When you enter your rage, roll 1d4 to determine which Fundamental Force rage you invoke.

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

Fundamental Force
d4 Effect
1 Orbital Decay (Gravity). When raging, gravity seems to have more of a pull for everyone in the room (including allies). Creatures of your choice within 15 feet of you have disadvantage on attack rolls against any target other than you. Additionally, any creature within 15 feet of you must make a Strength saving throw. On a failed save, its movement speed is reduced by 10 feet and it is pulled up to 10 feet towards you.
2 Probability Matrix (Potential). While raging, you radiate an aura of supernatural luck. Each creature of your choice within 10 feet of you (including yourself) can add 1d4 to its attack rolls and saving throws. At 14th level, this die increases to 1d6.
3 Violent Gateway (Space). When raging, a proper show of strength forces space to fold before you. When you reduce a creature to 0 hit points, you can teleport up to 60 feet to a point you can see.
4 Temporal Morass (Time). While you are raging, time moves sluggishly around your enemies. Any creature of your choice that starts its turn within 15 feet of you must make a Constitution saving throw. On a failed save, its movement speed is halved and it cannot take reactions.

Chaotic Augmentation

6th-level Path of Fundamental Chaos feature

At 6th level, the esoteric forces of dunamis alter you while you rage. You gain additional benefits corresponding to each type of Fundamental Force rage and may spend chaos bursts to gain additional effects, as listed in the Fundamental Force table below.

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

Fundamental Force
D4 EFFECT
1 Density Well (Gravity). When you enter your rage, you become a fixed point in space. For the duration of the rage, you cannot physically be moved against your will nor can you be knocked prone. Additionally, when you hit with a creature with a melee weapon attack, you may expend a chaos burst to force it to make a Strength saving throw. On a failed save, the creature is knocked prone. This attack deals an extra 1d4 force damage. At 14th level, this extra damage increases to 1d6.
2 Dreadful Misfortune (Potential). When raging, you can turn enemies' bad luck into even worse luck. When a creature you can see misses you with an attack roll, you can expend a chaos burst to use a reaction and force that creature's attack to harm itself. The creature takes half the damage of the attack plus an extra 1d4 force damage. At 14th level, this extra damage increase to 1d6.
3 Wormhole Strike (Space). While raging, you can open up holes in space. When you take the attack action on your turn, you may spend a chaos burst to open two portals: one next to you and another next to a creature within 60 feet that you can see. You can then attack the creature through this portal as if the two points were adjacent to one another. This attack deals an extra 1d4 force damage. At 14th level, this extra damage increases to 1d6.
4 Hyper Rage (Time). When you enter your rage, you move through time at an impossible speed. For the duration of your rage, your movement speed is doubled and opportunity attacks made against you have disadvantage. Additionally, you may spend a chaos burst to take the Dash action or make a single weapon attack as a bonus action. This attack deals an extra 1d4 force damage. At 14th level, this extra damage increases to 1d6. Once your Hyper Rage ends, you suffer a level of exhaustion. 

Erratic Defense

10th-level Path of Fundamental Chaos feature

At 10th level, the dunamantic magic suffusing your body bolsters you against attacks and punishes your attackers. When you are hit with a melee attack, you may use a reaction to become resistant to all damage of the triggering attack and roll a d4 to produce an additional effect corresponding to a Fundamental Force type, as listed on the Erratic Defense table below.

Once you use this feature, you must finish a short rest before it can be used again.

Erratic Defense
D4 EFFECT
1 Crushing Atmosphere (Gravity). When you are hit with a melee attack, the forces of gravity are amplified around your attacker. The attacking creature is knocked prone and its movement speed is reduced to 0 until the start of its next turn.
2 Inflict Balance (Potential). When you are hit with a melee attack, you redirect the negative effects to another creature. You force a creature within 30 feet of you to take damage equal to the damage dealt to you by the triggering attack. This damage is force.
3 Defensive Warp (Space). When you are hit with a melee attack, space bends to protect you. You teleport the attacking creature to a point you can see within 30 feet of you.
4 Punishing Stasis (Time). When you are hit with a melee attack, your attacker is frozen in time. The attacking creature is paralyzed until the start of its next turn or until it is hit with an attack, moved, or subjected to an effect that requires it to make a saving throw.

Reality Bend

14th-level Path of Fundamental Chaos feature

At 14th level, you become a walking manifestation of the chaos forming the fabric of the universe. While raging, you can spend a chaos burst as part of the Attack action to affect other creatures based on each type of Fundamental Force, as listed in the table below.

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

Fundamental Force
D4 EFFECT
1 Singularity Assault (Gravity). You attack with the force of a collapsing star. When you hit a creature with a melee weapon attack, you can spend a chaos burst to deal 2d6 extra force damage to the target. Creatures within 30 feet must then make a Strength saving throw or be pulled to the nearest empty space adjacent to the target of your attack.
2 Mark of the Messy End (Potential). By expending a chaos burst, you magically mark a target for doom. When you take the Attack action against a creature, you can cause attack rolls against it to score a critical hit on an 18 through 20 on the d20. Critical hits against a creature marked this way deal 2d6 additional force damage. This lasts until the end of your next turn.
3 Scattering Blow (Space). The force of your strikes can knock creatures through space itself. When you hit a creature with a melee weapon attack, you may expend a chaos burst to deal 2d6 extra force damage to the target. You then teleport the target to a space you can see within 60 feet.
4 Acceleration Wave (Time). You extend your time-warping aura to other creatures. Choose up to ten creatures you can see (including yourself). When you take the Attack action on your turn, you can expend a chaos burst to double the chosen creatures' movement speed until the end of your next turn.

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