Barbarian
Base Class: Barbarian

Adapted from Ashton Greymore's Character Sheet from Critical Role Campaign 3.

Level 3: Fundamental Chaos

When you activate your Rage, you need to roll a d4 to determine which Fundamental Force this Rage has. If an ability forces a creature to make a saving throw, the DC is equal to 8 + Proficiency Bonus + your Constitution Modifier.

1: Orbital Decay (Gravity): Hostile Creatures within 15 ft of you have disadvantage on attack rolls against creatures other than you. If they try to move away from you, their speed is reduced by 10 ft.

2: Temporal Morass (Time): Hostile Creatures that start their turn within 15 ft. of you must make a CON save; on a failure, their speed is halved, and they cannot use their reaction until the end of your next turn.

3: Violent Gateway (Space): When you reduce a creature to 0 HP with a melee attack, you can teleport up to 60 ft. to a point that you can see.

4: Probability Matrix (Probability): Allies within 10 ft. of you can add 1d4 to their attack rolls and saving throws.

Level 3: Chaos Burst

Beginning at level 3, you can add 2d4 to the damage of a Melee attack. You pick the damage type based on what you rolled. As you gain levels in this class, the damage increases, to 2d6 at level 6, and 2d8 at level 14. You can only use this feature Twice per long rest.

1: Lightning

2: Force

3: Cold

4: Fire

5: Psychic

6: Thunder

7: Acid

8: Pick any 1 of the 7 types (this was never confirmed, but it makes sense to me for this to be the final result).

Level 6: Enhanced Fundamental Force

Beginning at 6th Level, your Fundamental Force ability gains the following Enhancement:

Density Well (Gravity): You cannot be moved against your will, and you cannot be knocked Prone. When you hit a creature with a melee weapon attack, you can spend 1 use of Chaos Burst. If you do that creature must make a Strength Saving Throw or be knocked Prone.

Hyper Rage (Time): When you enter the rage, you can expend 1 use of Chaos Burst. If you do, your Speed is Doubled and on your turn, you may use your bonus action to either make 1 additional attack with a melee weapon, or take the Disengage action.

Wormhole Strike (Space): As a bonus action, you can expend 1 use of Chaos Burst to open 2 portals, one within 5 ft. of yourself, and another at a point within 60 ft. that you can see. You may attack a creature within 5 ft. of the other wormhole(s), adding 1d6 to your damage when you do so.

Dreadful Misfortune (Probability): When a creature misses you with an attack, you can use your reaction and expend 1 use of Chaos Burst to force that creature to re-roll that attack against itself. On a hit, that creature takes half damage.

Level 10: Erratic Defense

Beginning at 10th level, once per short rest, when you are hit by an attack while raging, you can use your reaction to become resistant to that attacks damage types. Additionally, another effect occurs based on your current rage type:

Gravity: The attacking creature is pushed 30 ft. away from you.

Time: The attacking creature is Slowed until the end of its next turn. While Slowed, they cannot take reactions and their speed is halved.

Space: The attacking creature is teleported to a space of your choice within 30 ft. of its current position.

Probability: The attacking creature gains disadvantage on all attack rolls until the end of its next turn. (This was never confirmed, but it makes sense to me based on the other types).

Level 14: Mark of the Messy End

Beginning at 14th level, while raging, you can mark a hostile creature as a Bonus Action. Until the end of your next turn, all attacks against that hostile creature score critical hits on rolls of 18, 19, and 20.

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