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Spell Cards1
Spell Cards1
1 action 30 feet 1 bonus action 90 feet 1 action 60ft 1 bonus action 10 feet
Upon choosing this path at level 3, a Flame: Hostile creatures that start Mountain: When raging, gravity
Fundamental Chaos barbarian can choose to
deal extra damage on an attack with a chaos
their turn within 15 feet of the seems to have more of a pull for
burst.This allows them to add additional barbarian must make a Constitution everyone in the room (including
damage dice to an attack with a melee saving throw to avoid having their allies). Enemies within 15 feet are
weapon a number of times per day equal to speed halved and lose their pulled up to 10 feet toward the
their proficiency bonus. Damage type
depends on a rolled die and includes acid,
reaction.The DC is 8 plus proficiency barbarian and suffer disadvantage
lightning, force, cold, fire, psychic, and plus Constitution modifier. on attacks against creatures other
thunder. Wind: When the barbarian reduces a than the barbarian
At 3rd level the damage die is 2d4. The creature to 0 hit points with a melee Tide: Each ally within 10 feet of the
damage die increases at higher levels,
becoming 2d6 at 14th level.
attack, they can teleport up to 60 barbarian can add a d4 to attack
feet to a point they can see. rolls and saving throws.