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Path of Fundamental Chaos - Barbarian Subclass
About This Mod
**This mod was created as a commission and I publish it here with the permission (and approval) of the client.**Please
, keep in mind that since it was a commission, the design was mainly on the client's side, and therefore changes in the design are unlikely to occur. In addition, and more importantly, let's all be grateful to the wonderful customer who ordered it and made it available for public use :D
Explosion
Chaos By choosing this path at 3rd level, the Fundamental Chaos barbarian can deal additional damage when attacking with a blast of chaos. This allows them to add additional damage cubes to a melee weapon attack multiple times a day, equal to their skill bonus. Chaos Blast can be used directly as a free action each turn, taking only Chaos Blast points.
Explosion of Chaos deals additional damage to the barbarian on the next weapon attack, with damage randomly chosen between acid, lightning, force, cold, fire, psyche, and thunder.
The damage dealt by Chaos Burst is 2d4 + the Barbarian's Constitution modifier.
The cube increases to 2d6 at level 11.
Fundamental Power
When choosing this path at 3rd level, when the barbarian becomes enraged, he summons the Fundamental Force. The type of rage is determined randomly whenever the barbarian starts his rage.
Temporal Swamp (Time): Hostile creatures that begin their turn within 8 meters of the barbarian must make a Constitution save so that their speed does not halve and they do not lose their reaction.
DC 8 + possession + constitution modifier.
Gate of Violence (Space): When a barbarian reduces a creature's health to 0 points with a melee attack, he can teleport up to 21 meters away as a free action.
Orbital decay (gravity): When gravity rages, it seems more attractive to enemies. While enraged, enemies within 5 yards must make a power save or be drawn to the barbarian.
DC 8 + Proficiency + Constitution Modifier
Probability Matrix (potential): Each ally within 9 meters of the barbarian receives a 1d4 bonus on attack rolls and saving throws.
Fundamental amplification
6th-level powersAn enraged barbarian can spend a Chaos Blast activating a second passive effect to the end of his rage.
Hyper Rage (Time): The barbarian doubles his speed and can use an extra action to make an extra attack or perform a Break action.
Wormhole Strike (Space): Barbarian gains the Wormhole Strike spell, which allows him to teleport to an enemy within 18 yards, dealing damage to all enemies within the teleportation destination area.
Pit of Density (gravity): Barbara cannot be moved against his will or knocked down when he hits a creature with a melee weapon, it must make a Force save or be knocked down.
Terrible misfortune (potential): When a creature misses a barbarian with an attack, the barbarian can use its reaction to force the attacker to make a Dexterity save, but if unsuccessful, it takes 2d2 hit damage and falls to a draw.
Random Protection
At 10th level, when hit, the barbarian can use his reaction to become resistant to all damage until his next turn, and an additional random effect occurs depending on the current type of rage. Once this ability is used, it cannot be used again until the barbarian has completed a short rest.
Gravity: An attacking creature is knocked 8 meters away from the barbarian.
Time: An attacking creature gains the Slow effect until the end of its next turn.
Space: An attacking creature is cast out for 2 moves.
Potential: An attacking creature must perform a Dexterity save or be disarmed.
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