Despite the efforts of both gods and mortals, the universe is a lawless and unrestrained force. The innate chaos of both destruction and creation suffuse all living things, though some are more inherently attuned to the contradictory elements within them. Barbarians who walk the Path of Pure Chaos acknowledge that nothing in existence can truly be controlled, and by embracing the chaos at their core, they can allow that ingrained pandemonium to empower then in wildly powerful ways.
3rd-level Path of Pure Chaos feature
You are able to tap into the chaotic potential within you anytime you engage in battle. When you enter your rage, roll of the Aura of Chaotic Potential table to determine the effect produced. The nature of chaos is fickle, however, and rolling a natural 1 on an attack roll while raging can have a potentially deadly unintended effect as well. Likewise, a natural 20 on an attack roll triggers an automatic use of Bedlam Strike.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.
The Aura of Chaotic Potential table begins as a d4 roll. This increases to a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.
| D10 | EFFECT |
|---|---|
| 1 | Discordant Defense: Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
| 2 | Aggressive Anarchy: You gain resistance to elemental damage (acid, cold, fire, lightning, and thunder). If you take elemental damage, you regain one use of your Bedlam Strike up to your daily maximum. If you already have your maximum number of uses remaining, this effect does not apply. |
| 3 | Erratic Movement: You can teleport up to 30 feet to an unoccupied space you can see immediately when you first enter your rage, then again as a bonus action on each of your turns until the rage ends. |
| 4 | Riotous Retribution: Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as the chaos of the universe enacts its revenge. |
| 5 (Available at 6th-level) | Lawless Luck: Each ally within 10 ft. of you can add a d4 to their attack rolls and saving throws. |
| 6 (Available at 6th-level) | Indiscriminate Swings: Once per turn, you can turn one of your attacks into a wild spin that hits any creature within 5 ft. of you. |
| 7 (Available at 10th-level) | Grounded in Chaos: You cannot be knocked prone or moved against your will. When you hit a creature with a melee weapon, they must make a Strength saving throw or be knocked prone. |
| 8 (Available at 10th-level) | Wildly Slippery: Until your rage ends, you can an additional 10 ft. of movement, and opportunity attacks against you are made at disadvantage. |
| 9 (Available at 14th-level) | Turbulent Vortex: At the start of each turn, any creature within 15 ft. of you that is Large or smaller is immediately pulled 5 ft. closer to you. |
| 10 (Available at 14th-level) | Hectic Ferocity: Any creature you hit with an attack must make a Wisdom saving throw or become frightened of you until the end of your next turn. |
| D10 | EFFECT |
|---|---|
| 1 | You explode with elemental energy. All creatures within a 10 ft. radius must make a Dexterity saving throw or suffer 2d6 damage of a type chosen by the DM. Creatures take half damage on a success |
| 2 | You accidentally manifest a 15 ft. sphere of magical darkness centered on yourself. The effect lasts until the end of your next turn. |
| 3 | A pink mist emanates from you and spreads to all creatures within 10 ft. This pink mist acts like the Sleep spell. Roll 3d8 and add the number to your current hit point total. That is the number of hit points put to sleep by the mist. |
| 4 | The ground beneath you grows slippery as a 15 ft. area centered around you is affected by the Grease spell. |
| 5 (Available at 6th-level) | All creatures within 10 ft. of you become invisible until the end of your next turn unless they end the condition early. |
| 6 (Available at 6th-level) | Some chaotic force saps the strength of all creatures within 15 ft. of you including yourself. Until the end of your next turn, all affected creatures have disadvantage on Strength checks and saving throws. |
| 7 (Available at 10th-level) | Vines sprout around you in a 15 ft. radius. All creatures in the area must make a Strength saving throw or become grappled until the end of your next turn. |
| 8 (Available at 10th-level) | A 10 ft. spherical dome seals itself around you. This dome functions as a Wall of Force spell and lasts until the end of your next turn. |
| 9 (Available at 14th-level) | Gravity flips for everyone within a 10 ft. radius. Creatures in the area when the effect begins or who enter the area on their turn must make a Strength saving throw or float 60 ft. into the sky. The effect lasts until the end of your next turn. |
| 10 (Available at 14th-level) | Time jumbles in a 10 ft. radius around you. All creatures in the radius return to whatever state they were in the previous round: undoing all damage and other effects. |
3rd-level Path of Pure Chaos feature
You gain the ability to trigger an additional effect immediately after you hit with an attack. When you successfully hit a target, you may choose to roll on the Bedlam Strike table and apply the effect. You can use your bedlam strike a number of times equal to your proficiency modifier. You regain all of your expended uses of your bedlam strike when you finish a long rest.
While raging, rolling a natural 20 on an attack triggers a free use of Bedlam Strike.
If the effect of your bedlam strike requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.
The Bedlam Strike table begins as a d4 roll. This increases to a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.
| D10 | EFFECT |
|---|---|
| 1 | Roll 2d6 and add that amount of elemental damage (your choice of acid, cold, fire, lightning, or thunder) to the attack. |
| 2 | You feel invigorated and are able to immediately move an amount equal to your normal speed and take an additional action. |
| 3 | All hostile creatures within 15 feet must make a Constitution saving throw or have their speed halved and lose their reaction until the start of your next turn. |
| 4 | You turn invisible until the end of your next turn unless you do something to end the effect early. |
| 5 (Available at 6th-level) | You shine with the light of the universe itself. Choose one creature you can see within 30 ft. of you to direct your radiance towards. They must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. |
| 6 (Available at 6th-level) | As a means of balancing against this violent action, you are able to heal any number of allies you can see within 30 ft. for a number of hit points equal to 1d8 + your Constitution modifier. |
| 7 (Available at 10th-level) | The chaotic nature of your attack is too much for your opponent. They are stunned until the end of your next turn. |
| 8 (Available at 10th-level) | The ferocity of your attack inspires any ally within 60 ft. who can see you to gain advantage on attack rolls until the start of your next turn. |
| 9 (Available at 14th-level) | You strike with such force that you crack the earth in a straight line for 20 ft. All creatures within 5 ft. of the fissure must succeed on a Dexterity saving throw of take 2d6 + your Strength modifier of force damage. |
| 10 (Available at 14th-level) | All damage from this attack becomes necrotic. Add an additional d8 to the damage roll, and your character heals an amount equal to the damage dealt. |
6th-level Path of Wild Magic feature
During a long rest, you can infuse one weapon with the boundless chaotic energies of the universe. Until your next long rest, the chosen weapon gains the thrown property with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.
10th-level Path of Wild Magic feature
Anytime a creature that you can see and is within 60 ft. of you is hit with an attack roll, you can use your reaction to magically swap places with them. The triggering attack is then made against you instead.
14th-level Path of Wild Magic feature
You have become chaos incarnate, and as such, know how best to bring chaos to the world around you. As an action while you are raging, you are able to manifest a storm of roiling chaos as a 10 ft. sphere in a space you can see within 60 ft. When you manifest the storm, choose an effect from the list below.
The storm lasts for 1 minute or until your rage ends. While the storm is active, you can move it up to 20 ft. as a bonus action. You can also use an action to change the effect to a different one on the list. The saving throw DC for the storm equals 8 + your proficiency bonus + your Constitution modifier.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 2 uses of your Bedlam Strike to use it again.
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