Barbarian

 

Barbarian: Primal Instinct

Your primal instincts benefit both your rage and persistent rage abilities:

          Rage. When you enter your rage, you can choose one of your primal instinct rage powers and gain the benefit of that rage power for the duration of the rage.

          Persistent Rage. When you enter your persistent rage, you gain the benefit of all your primal instinct rage powers and one of your primal instinct persistent rage powers.

If any of the primal instinct feature grants you an ability or a spell that calls for a saving throw, the DC is equal to 8 + your rage potency + your proficiency bonus. In addition, any spell you gain with your primal instincts uses your rage potency in place of any spellcasting ability modifiers.

 

Primal Instinct

Raging Chaos

You rage is chaotic and destructive:

          Rage power: Chaotic Wrath. When you enter rage, roll on the raging chaos table to determine the magical effect produced. The magical effect end when you rage ends.

          Persistent Rage Power: Unleash Chaos. When enter a persistent rage, you can instead roll twice on the raging chaos table and choose one of the rolled effects. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. While raging, you can use a bonus action to roll on the table again. When you do so, the previous effect immediately ends, and you gain the magical effect of the new roll. All magic effects end when your rage ends.

 

Raging Chaos

D6

Effect

1

Chromatic Eruption. Roll a number of d4 equal to you rage potency. You take damage equal to the roll total. Roll 1d4 to determine the damage type. This damage is acid (1), cold (2), fire (3) or lightning (4) damage. All other creatures within 10 feet of you must succeed on a Dexterity saving throw or take this damage as well.

2

Time Slip. One creature of your choice within 15 feet of you must succeed on a Charisma saving throw or be teleported up to 10 feet to a space you can see and become confused until the end of your next turn.

3

Echo. You become an echo of yourself until the beginning of your next turn. While you are an echo, you have resistance to all damage except force and psychic damage, and you can walk through creatures and solid object as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest space and take 1d10 force damage.

When the effect ends, you teleport back to the space where you became an echo, and one creature adjacent to you must succeed on a Charisma saving throw or be teleported with you. A willing creature can choose to fail.

4

Gravitation. Each creature within 15 feet of you must succeed on a Strength saving throw or be pulled in a straight line toward you, ending in the nearest unoccupied space adjacent to you.

5

Reality. Until the beginning of your next turn, the space around you fractures. The first time each creature within 10 feet of you moves or is moved on a turn, it takes 1d4 + your rage potency force damage as reality realigns its position.

6

Fold Space. The area in a 15-foot radius around you becomes warped until the end of you turn. During your turn, you can use 5 feet of movement to move to any other space within this area. This movement does not provoke opportunity attacks.