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Path of the Deviator

Rage means chaos. Barbarians delve into the depths of their chaotic anger and strike with the power of this chaos. They want to survive the fight, and to see their enemies crushed under their rage. Some barbarians take this rage too far and become an incarnation of chaos themselves. They do not control their rage, and they become a tool of the chaos inside them. They lose themselves so completely that even their body parts can change in the chaos of the moment.

Gifts of the Far

Yours is a path that seeks attunement with a realm of otherworldly nature during rage. This short-termed attunement grants you some gifts. Starting at 3rd level, while raging, you gain the following benefits; ability to speak and understand Deep Speech, and darkvision out to a range of 120 feet.

Manifestations of Chaos

Starting at 3rd level, an aberration of a realm far away notices you while you’re raging. It grants you some powers by manifesting in you just to have a taste of the sweet chaos burning inside you. After the first manifestation, it leaves a trace on your appearance, indicating its presence which is ready to be manifested again. This mark can be a tentacle tattoo, hair that is always wet, a smell, or some other cosmetic effect that you can determine.

Different aberrations grant different powers. These powers are listed as the following:

  • Aboleth. The manifestation of an aboleth brings with it a special kind of disease. You are immune to the disease; however, others are not. Once per rage, you can infect your target with this disease when you hit a creature with a weapon attack. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or the damage you deal lowers its hit point maximum by the amount inflicted. This damage can only be healed while the target is underwater.
  • Chuul. The manifestation of a chuul toughens-up your body and sharpens your senses against magic. While you’re raging, you are immune to poison damage and are immune to being poisoned. You gain the effects of detect magic spell while you’re raging.
  • Cloaker. While raging, you have advantage on your Strength (Athletics) checks while grappling, and if you grapple a creature, a dark cord is created between the two of you. When you take damage while grappling, you can transfer half of the damage you take (rounded down) to the creature you are grappling through the cord using your reaction.

Chaotic Attunement

Starting at 6th level, you gain a permanent benefit based on the aberration you choose. You can choose the same aberration you selected at 3rd level or another one.

  • Aboleth. You gain a swimming speed of 30 feet, and you can breathe underwater. Also, you become a permanent carrier of the disease. You start to carry the disease (explained in the aboleth section of Manifestation of Chaos feature) even while you are not raging. Once you use this disease (or the second time you use it if you chose Aboleth in 3rd level as well), you must finish a long rest to produce it on your body and use it again.
  • Chuul. You gain a swimming speed of 30 feet, and you can breathe underwater. You also start to sense magic when a magical item is brought within 60 feet of you, or if a spell is cast within 60 feet of you. You can sense number of items and spells, but not direction, rarity, or level.
  • Cloaker. When you are near an object that is at least one size larger than you, you have advantage on your Dexterity (Stealth) checks and you can move stealthily while traveling at a normal pace.

Whispers of Chaos

Starting at 10th level, while raging, the manifested aberrations start to talk to you. Although what they say is gibberish, you can ask a question to the aberration as a bonus action. You can ask only one question in one turn. The aberration gives you the answer to the question only if the question concerns something (or someone) that is within 300 feet of you. For example, you can ask ‘’What is one vulnerability of the creature I am battling?’’ or ‘’What is one of the deepest desires of the person I am talking to right now?’’ You can ask only 3 questions each time you rage.

Physical Manifestations

Starting at 10th level, while raging, the manifestation causes a physical change in your body that can easily be seen. You can choose the same aberration you selected previously or another one.

  • Aboleth. While raging, you grow a tentacle that you can use to attack once without using an action. The tentacle has a range of 5 feet and it deals 1d6 bludgeoning damage on a hit.
  • Chuul. While raging, you grow a dark purple arm with a pincer instead of a hand at the end. You can attack with this pincer as a bonus action. It has a range of 5 feet and it deals 1d8 bludgeoning damage on a hit.
  • Cloaker. While raging, you grow a black slimy tail. You can attack with this tail as a bonus action. It has a range of 5 feet and it deals 1d8 slashing damage on a hit.

Aspect of Chaos

Starting at 14th level, you gain one last benefit from the aberrations manifested within you. You can choose the same aberration you selected previously or another one.

  • Aboleth. While raging, you can spit mucus on one creature within 5 feet of you as an action. The creature must succeed on a Constitution saving throw or is left without air for 1 hour, making it suffocate. The affected creature can breathe normally while underwater and the mucus can be cleared with a successful DC 15 Wisdom (Medicine) check, ending the effects. If the creature does not need to breathe, it is unaffected by the mucus. The DC equals 8 + your proficiency bonus + your Constitution modifier.
  • Chuul. While raging, if you grapple a creature with your own hands, you can attack them once using the weapon you grow at 10th level without using your bonus action. Also, the weapon can sense magic and lusts to consume it. When you hit a spellcaster with your aberration’s weapon, you deal 1d8 psychic damage in addition to the weapon’s damage. Also, you gain advantage on saving throws against spells cast by the target you hit until the end of your next turn.
  • Cloaker. While raging, as a bonus action, you can call 5 Medium cloakers to cover your arms, creating otherworldly wings. You gain a flying speed equal to your current walking speed for the next 5 consecutive rounds. You have to attack or attempt to grapple a creature every round or the effect ends. On your first attack or grapple attempt in a round, a cloaker is transferred to the target creature. Creatures must succeed on a DC 15 Dexterity saving throw or become unable to breathe because of the cloaker covering their face. A target creature that does not need to breathe is not affected. If a target creature succeeds on a DC 16 Strength saving throw, the cloaker is detached.
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