Barbarian
Base Class: Barbarian

Barbarians who follow the Path of Random Direction are vessels of wild fate, letting disorder guide their strikes and shape their very being. In the heat of rage, they surrender control, allowing the whims of chaos to dictate their actions and reap unpredictable rewards. Each battle becomes a gamble, each transformation a mystery—sometimes a gift, sometimes a curse. Their bodies shift, their minds twist, and even their words carry the weight of madness or strange insight. They are feared not for their strength alone, but because even the gods cannot predict what they will become next.

Level 3: Random Activities

Beginning when you choose this path at 3rd level, you embrace the unpredictable nature of chaotic combat. Your rage fuels not only your strength, but your instinct for unorthodox tactics that yield surprising results.

Chaos Dice: At the start of each of your turns while you are raging, you roll two Chaos Dice. The Chaos Die is a d4. The lower of the two rolls determines the Chaotic Action, and the higher roll determines the Chaotic Outcome. If you successfully fulfill the requirement of the Chaotic Action during that turn, the Chaotic Outcome immediately takes effect. The size of your Chaos Die increases as you gain levels in this class: it becomes a d8 at 6th level and a d12 at 10th level.

Additional Damage: Additionally, if you fulfill the Chaotic Action, you can deal slashing damage equal to the two Chaos Dice to one creature you hit with a weapon attack or Unarmed Strike during that turn. 

Minor, Major, Mega Disruption Save DC = 8 + your proficiency bonus + your Strength modifier

 

 

Chaotic Action Die

Chaotic Outcome Die

1

Primal Attack
Make an Unarmed Strike

Action Surge
Get an additional Action

2

 

Frontline
Reach a spot, with at least two creatures in 5 ft range

Protection
Until the start of your next turn: Attacks against allies within 5 ft of you have disadvantage.

3

Rush
Move 20 ft in a straight line

Minor Disruption
All enemies that you attacked in your turn must make a Wisdom saving throw. On a failure, they receive a condition determined by the Action Die.

1

Deafened

2

Frightened

3

1 Exhaust level

The condition expires after the end of the creature's next turn.

4

Regroup
Reach a spot, with no creature in 10 ft range.

Minor Buff
Until the end of your next turn, you get a buff, determined by the Action Die. 

1

True Sight

2

Invisibility

3

Enlarge

4

Bless

5

Improvisation
Improvised Weapon Attack

Exceleration
For 1 minute, your walking speed and jump distance increases by +10 ft. This can stack.

6

Hit and Hack
Make a Unarmed Weapon Attack and a Melee Weapon Attack

Teleportation
You can teleport to an unoccupied space that you can see within 60 ft.

7

Blow and Throw
Make a Ranged Weapon Attack and a Melee Weapon Attack

Major Disruption
All enemies that you attacked in your turn must make a Dexterity saving throw. On a failure, they receive a condition determined by the Action Die.


1

Deafened

2

Frightened

3

1 Exhaust level

4

Prone

5

Poisoned

6

Blinded

7

Restrained

The condition expires after the end of the creature's next turn.

8

Provocation

Provoke a reaction

Major Buff
Until the end of your next turn, you get a buff determined by the Action Die.

1

True Sight

2

Invisibility

3

Enlarge

4

Bless

5

Heroic Inspiration

6

Fly

7

Blurr

8

Wherever you walk, you create a Fire Wall. It stays 1 minute.

9

Push
Push a creature by at least 10 ft

Damage Resistance
For 1 minute, you get a damage resistance, determined by the Action Die. This can stack.


1

Psychic

2

Force

3

Radiant

4

Necrotic

5

Acid

6

Cold

7

Lightning

8

Fire

9

Poison

10

Knock
Knock a creature prone

Condition Resistance
For 1 minute, you get a condition resistance, determined by the Action Die. This can stack.


1

Frightened

2

Charmed

3

Prone

4

Poisoned

5

Blinded

6

Restrained

7

Incapacitated

8

Stunned

9

Paralyzed

10

Unconscious

11

Keep your Sanity

Succeed a DC 15 Wisdom Saving Throw

Mega Disruption
All enemies that you attacked in your turn must make a Constitution saving throw. On a failure, they receive a condition determined by the Action Die.


1

Deafened

2

Frightened

3

1 Exhaust level

4

Prone

5

Poisoned

6

Blinded

7

Restrained

8

Incapacitated

9

Stunned

10

Paralyzed

11

Unconscious

The condition expires after the end of the creature's next turn.

12

Insanity
Hit an ally with an Attack.

Mega Buff
Until the end of your next turn, you get a buff determined by the Action Die.

1

True Sight

2

Invisibility

3

Enlarge

4

Bless

5

Heroic Inspiration

6

Fly

7

Blurr

8

Wherever you walk, you create a Fire Wall. It stays 1 minute.

9

Greater Invisibility

10

Foresight

11

10 ft Aura of Domination. Creatures that enter it, fall prone and can not get up inside it.

12

You can make 3 Attacks per Action

     

 Example:

  • At the start of your turn, you roll a 4 and a 3 on your Chaos Dice.
  • The Chaotic Action is: "Rush - Move 20 ft in a straight line"
  • The Chaotic Outcome is: "Minor Buff - Until the end of your next turn, you get a buff, determined by the Action Die." In this case, Enlarged.
  • You take your turn and choose to move 20 ft in a straight line - and are immediatly enlarged. You then strike the Goblin in front of you with your Axe, and its a hit! Bravo, you deal 7 extra slashing damage! 

Level 6: Worth a Try!

At 6th level, your unpredictable nature grows more intense. Your Chaos Dice become d8s.

In addition, when you make a Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion) check, you can roll an additional d20. You use the result that is farthest from 10—either higher or lower. If both results are equally distant from 10, you use the higher result.

Level 10: What is Happening to Me?

At 10th level, the chaos within you deepens, warping both body and fate. Your Chaos Dice become d12s, reflecting the overwhelming surge of unpredictable power that courses through you during your rages.

After each long rest, you can expend one use of your Rage feature to allow chaos itself to take hold of you. When you do so, you enter a loud and unsettling state in which your body and mind begin to shift in strange and unexpected ways. Roll two Chaos Dice and consult the Chaotic Transformation Table below to determine your changes.

Each die roll results in a separate transformation that lasts for 24 hours. If both dice show the same number, that transformation becomes permanent, unless your DM rules otherwise. This restriction is intended to prevent stacking permanent effects through downtime.

1

You lose your sense of direction; you automatically fail checks to determine cardinal directions or navigate without assistance.

2

You forget one language you know (chosen by the DM).

3

Your skin becomes purple.

4

You get a climb speed equal to your walking speed.

5

You learn a cantrip of your DMs choice. 

6

You learn the Message Cantrip.

7

You learn new languages. Your DM decides which and how many.

8

You can speak with Animals.

9

You can speak with Plants.

10

You can speak with Buildings.

11

You can speak with Small and Tiny Objects.

12

Your DM gives you three words. These may be cryptic hints, ominous foreshadowing, or meaningless nonsense. 
(If its permanent, this happens every night in your sleep.)

Level 14: All Planned

Starting at 14th level, you can shape chaos itself to your will—just enough to survive it.

Whenever you roll your Chaos Dice as part of your Random Activities or What is Hapening to Me? or d20s in case of Worth a Try! features, you can roll three Dice instead of two. Then, choose one of the three dice and discard it. You use the remaining two dice to determine the outcome of the effect.

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

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