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Nitreaux

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About this mod

Barbarians of the Path of Fundamental Chaos have no control over their power, but it still makes them dangerous and unpredictable foes, capable of bending Time, Space, Gravity and Potentiality around them.

Adds the Path of Fundamental Chaos subclass to Barbarians. Compatibility Framework supported.

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**This mod was created as a commission, and I am posting it here with permission (and endorsement of) the client.**
Please be aware that because this was a commission, the design was mostly on the client's part, and therefore design changes are unlikely to happen. Also, more importantly, let's all be grateful for the amazing client that commissioned this and allowed it to be accessible for public use :D

Chaos Burst
Upon choosing this path at level 3, a Fundamental Chaos barbarian can choose to deal extra damage on an attack with a chaos burst. This allows them to add additional damage dice to an attack with a melee weapon a number of times per day equal to their proficiency bonus. Chaos Burst can be used directly as free action every turn, taking only Chaos Burst points. 

Using Chaos Burst grants the Barbarian additional damage on their next weapon attack, the damage is randomly selected between Acid, Lightning, Force, Cold, Fire, Psychic and Thunder. 

The damage done by Chaos Burst is equal to 2d4 + the Barbarian’s Constitution modifier.
The die increases to 2d6 at level 11.


Fundamental Force
Upon choosing this path at level 3, when the barbarian enters their rage, they invoke a Fundamental Force. The type of rage is determined randomly whenever the barbarian begins their rage.

  • Temporal Morass (Time): Hostile creatures that start their turn within 8 meters of the barbarian must make a Constitution saving throw to avoid having their speed halved and lose their reaction.
    The DC is 8 + proficiency + Constitution modifier.
  • Violent Gateway (Space): When the barbarian reduces a creature to 0 hit points with a melee attack, they can teleport up to 21m as a free action.
  • Orbital Decay (Gravity): When raging, gravity seems to have more of a pull for enemies. While in rage, on the turn of the Barbarian, enemies within 5m must succeed a Strength saving throw or be pulled in towards the Barbarian. 
    The DC is 8 + Proficiency + Constitution modifier
  • Probability Matrix (Potential): Each ally within 9 meters of the barbarian gains a 1d4 bonus to attack rolls and saving throws. 


Fundamental Force Enhancement
At 6th level, a raging barbarian can choose to spend a use of Chaos Burst, triggering a second passive effect for the rest of their rage.

  • Hyper Rage (Time): The barbarian's speed is doubled and they can use a bonus action to make an additional attack or take the Disengage action.
  • Wormhole Strike (Space): The barbarian gains the Wormhole Impact spell, which allows them to teleport to an enemy within 18m, dealing damage to all enemies in the area of the teleport destination. 
  • Density Well (Gravity): The barbarian cannot be moved against their will or knocked prone, when they hit a creature with a melee weapon attack it must make a Strength saving throw or be knocked prone.
  • Dreadful Misfortune (Potential): When a creature misses the barbarian with an attack, the barbarian can use their reaction to force the attacker to make a Dexterity saving throw, in case of failure they take 2d2 bludgeoning damage and fall prone.


Erratic Defense
At 10th level, when hit by an attack the barbarian can use their reaction to become resistant to all damage until their next turn, and an additional random effect occurs depending on the current rage type. Once this ability is used, it can't be used again until the barbarian finishes a short rest.
  • Gravity: The attacking creature is pushed 8 meters away from the barbarian.
  • Time: The attacking creature suffers the effect of Slowed until the end of its next turn.
  • Space: The attacking creature is banished for 2 turns.
  • Potential: The attacking creature must succeed a Dexterity saving throw or be disarmed.


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