Base Class: Barbarian
Some barbarians embrace not the spirit of the bear or eagle, nor the favor of gods or trees, but the raw force of Chaos itself. The Path of Anarchy is walked by those who sow discord wherever they tread. These barbarians are the ultimate instigators--their presence can ignite riots, shatter order, and drive even the calm to frenzy. Whether touched by a trickster god of chaos or simply possessing a naturally anarchic soul, an Anarchy Barbarian feeds on disorder. In battle, they taunt and goad foes into rash decisions, tanking blows meant for others. In society, they are firebrands and rabble-rousers, gaining strength from turmoil. Their fury is contagious; allies and enemies alike might find themselves swept up in the barbarian's chaotic wake, for better or worse.
Level 3: Anarchy Dice
You draw power from disorder, represented by Anarchy Dice, which are d6s. You can have a maximum number of Anarchy Dice equal to 1 + proficiency bonus at a time. When you finish a long rest, the number of Anarchy Dice you have becomes 1. The die size increases to d8 at 7th level and d10 at 14th level. When a feature calls for a saving throw, the DC equals 8 + proficiency bonus + Constitution modifier.
Earning Anarchy Dice. You gain 1 Anarchy Die when you accomplish one of the following:
- Critical Havoc. You score a critical hit with a melee weapon attack against a creature.
- Fall of an Enemy. You reduce a hostile creature to 0 hit points.
- Break the Line. You shove, grapple, or otherwise impose a condition or forced movement on a hostile creature (including knocking it prone) while you are raging.
- Incite Disorder. You successfully provoke, confuse, or rally an otherwise peaceful creature or crowd into rebellious action or emotional chaos (such as starting a brawl, undermining authority, or defying social order).
- Spread Panic. You cause an NPC or group to act irrationally or scatter due to your words or actions (through intimidation, deception, or sheer presence).
- Liberate the Bound. You free a creature from control, captivity, or coercion imposed by others (physical or social).
If multiple conditions are fulfilled in the same action, you gain 1 Anarchy Die for each.
Stoking Chaos. The DM can also award you 1 Anarchy Die when you accomplish a significant anarchic deed that isn't listed at the DM's discretion.
Level 6: Down with the System
Your body and mind reject control, turning imposed order back on those who wield it. When you are subjected to the Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained, or Stunned condition by another creature, you can use your reaction to attempt to hurl that affliction back at its source.
The creature must make a Constitution saving throw or suffer the condition instead of you for the original duration or until the end of its next turn, whichever is shorter.
Once you successfully reflect a condition in this way, you can't do so again until you finish a long rest. Starting at 14th level, you can use this feature twice between long rests.
Level 10: Rabble-Rouser
Your presence fuels conflict wherever you go. When you roll initiative and have no Anarchy Dice remaining, you regain one die.
Whenever you score a critical hit or reduce a creature to 0 hit points, you gain an additional Anarchy Die.
You gain proficiency in the Persuasion skill. If you already have proficiency in Persuasion, you instead gain proficiency in Deception or Intimidation (your choice).
You have advantage on Charisma (Persuasion, Deception, or Intimidation) checks made to incite a group or crowd to rebellious or violent action.
Deception
Gain proficiency in Deception if you already have proficiency in Persuasion.
Intimidation
Gain proficiency in Intimidation if you already have proficiency in Persuasion.
Persuasion
Choose this as default unless you have persuasion proficiency.
Level 14: Avatar of Anarchy
When you enter your rage, you can unleash an aura of uncontrollable chaos. Each creature of your choice within 30 feet of you must make a Wisdom saving throw.
On a failed save, the creature is affected by one of the following effects of your choice for 1 minute (you choose separately for each creature):
- Reckless Fury. The creature must use its action on its next turn to make a melee attack against the nearest creature other than itself. If multiple creatures are equally near, determine the target randomly. After making this attack, the effect ends for that creature.
- Wild Panic. The creature is frightened of you until the end of your rage or until it succeeds on a Wisdom saving throw at the end of one of its turns.
Once you use this feature, you can't use it again until you finish a long rest.
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