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

Destructive 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 magic effect end when you rage ends.

Persistent Rage Power: Unleash Chaos

When you use your persistent rage feature, you can choose to roll on the destructive chaos table twice and choose of the rolled effects to unleash. 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 produce the magical effect of the new roll. All magic effects end when you rage ends.

Destructuve Chaos

d8

Effect

1

Chromatic. Until your rage ends, you are surrounded by multicoloured, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

2

Spaces. You teleport up to 15 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again each time you use a bonus action to maintain your rage.

3

Spirit. An intangible spirit appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 + your rage potency force damage. Until your rage ends, you can use this effect again, summoning another spirit each time you use a bonus action to maintain your rage.

4

Gravitation. Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

5

Retribution. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 + your rage potency force damage, as magic lashes out in retribution.

6

Shadows. Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 3d12 necrotic damage. You also gain 3d12 temporary hit points.

7

Life. Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

8

Light. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again each time you use a bonus action to maintain your rage.