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Temporal Chaos Surge

Level 2 Temporal Brawler

At 2nd level, your strikes carry the chaotic energy of wild magic. Once per turn, when you hit a creature with an unarmed strike, roll a d20. Consult the following table:


RoleAbilityDescription
1Frostbite Fist:Your unarmed strikes deal an additional 1d6 cold damage until the end of your next turn.
2Arcane Charge:You gain a burst of magical energy. On your next unarmed strike, you deal an additional 1d8 force damage.
3Telekinetic Punch:Your unarmed strike gains a telekinetic force. If it hits, you can choose to push the target up to 15 feet away from you.
4Burning Fist:Your unarmed strikes deal an additional 1d6 fire damage until the end of your next turn.
5Shadow Strike:Your unarmed strikes gain a shadowy essence. On your next successful unarmed strike, the target must make a Wisdom saving throw or be frightened until the end of your next turn.
6Thunderous Blow:Your unarmed strike releases a loud crack of thunder. Creatures within 10 feet of you must make a Constitution saving throw or be deafened until the end of your next turn.
7Fey Enchantment:Your unarmed strikes become infused with fey magic. On your next successful unarmed strike, the target must make a Wisdom saving throw or be charmed until the end of your next turn.
8Magnetic Impact:Your unarmed strikes gain a magnetic force. On your next successful unarmed strike, you can choose to pull the target up to 10 feet toward you.
9Flaming Uppercut:Your unarmed strike erupts in flames. On your next successful unarmed strike, the target must make a Dexterity saving throw or take an additional 2d6 fire damage and be ignited until the end of your next turn.
10Shockwave Fist:Your unarmed strike creates a shockwave. Creatures within 5 feet of the target must make a Strength saving throw or be knocked prone.
11Temporal Echo:Your unarmed strike leaves a temporal echo. On your next turn, you can choose to teleport to the location of the last creature you hit with an unarmed strike.
12Forceful Palm:Your unarmed strike releases a burst of force. On your next successful unarmed strike, the target must succeed on a Strength saving throw or be pushed up to 20 feet away from you.
13Poisoned Palm:Your unarmed strikes are imbued with poison. On your next successful unarmed strike, the target must make a Constitution saving throw or be poisoned until the end of your next turn.
14Radiant Fist:Your unarmed strikes radiate with divine energy. On your next successful unarmed strike, the target must make a Constitution saving throw or be blinded until the end of your next turn.
15Entropic Grasp:Your unarmed strike disrupts the natural order. On your next successful unarmed strike, the target must make a Dexterity saving throw or take an additional 2d6 necrotic damage and have disadvantage on the next attack roll it makes.
16Temporal Shift:Kumiko manipulates the fabric of time itself, briefly altering the flow of reality around her. This ability allows her to teleport up to 30 feet to an unoccupied space she can see. She does a 1d20 additional chaos damage.
17Blinding Burst:Your unarmed strike releases a blinding burst of light. Creatures within 10 feet of you must make a Dexterity saving throw or be blinded until the end of your next turn.
18Vampiric Grasp:Your unarmed strikes drain the life force of your target. On your next successful unarmed strike, you regain hit points equal to half the damage dealt.
19Ever-Changing Gaze:Kumiko's eyes shimmer with an ever-changing display of colors, reflecting the wild and temporal magic within her. Shades of gold, silver, and ever-shifting hues dance within her gaze, capturing the essence of the unpredictable forces she wields.This ability allows her to summon 1d4 duplicates of herself that last for one round, each duplicate providing half-cover to Kumiko and her allies within 10 feet
20Roll Twice on Temporal Chaos Surge table.Roll twice on this table to determine two different effects for your Temporal Chaos Surge.

Created by

danielwalbridge.

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Feat

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