Introducing the Chaos Bringer, an elemental striker that not only hurls the elements but sometimes polymorphs into an elemental. Their striker damage mechanic comes with a rhythm and hard choices; their elemental attacks gain a constant bonus from their secondary statistic, and then are augmented by their Elemental Inertia bonus. Once they’ve gained Elemental Inertia, they must choose whether to continue using the constant bonus, or to try their luck with Elemental Wrath. What’s more, many powers are enhanced by Elemental Wrath, making the standard first round nova a less obvious choice.
Chaos Bringer
Chaos bringers have learned to channel the elemental chaos through their bodies, allowing them to alter matter – even living matter – into their desired elements. The powers of a chaos bringer are violent, exhausting, and difficult to control, and their most powerful and explosive attacks can leave them weakened. Some chaos bringers favor particular combinations of elementals such as those who specialize in the power of storms or volcanism, while others prefer to dabble in all elements, learning to channel any of them at a whim. Some chaos bringers channel the elemental chaos using implements such as orbs and gauntlets, while others prefer to use the elements to empower their weapons. In combat, a chaos bringer must constantly choose between building up to chaotic, explosive force, and relying on a steadier, but weaker flow of energy.
Dreln Hearthstone
Dwarf Chaos Bringer
“The elemental chaos churns in my veins. Let’s see if your body can withstand it.”
Str 18 (+3) | Dex 11 (+0) | Con 20 (+5) | Int 10 (+3) | Wis 10 (+0) | Cha 8 (-1)
AC 16 | Fort 15 | Ref 11 | Will 11 | Initiative +0 | Speed 5 | Size Medium
HP 32; Bloodied 16 | Surge Value 8 | Surges 11
Vision low-light | Languages Common, Dwarven
Equipment Chainmail armor, wrist razor, throwing hammer x3, adventurer's kit, 10gp
Feats Elemental Reach (Ranged and area elemental attacks gain +1 square of range per 5 squares of range)
Traits
Racial Traits
Cast Iron Stomach: +5 racial bonus to saving throws against poison
Stand Your Ground: When pushed, pulled, or slid, you can reduce it by 1 square. When an attack would knock you prone, you can make a saving throw to remain standing.
Class Abilities
Elemental Inertia: When you use an elemental attack on your turn, your elemental attacks deal an additional +2 damage until the end of your next turn.
Elemental Wrath: While you are under the effect of Elemental Inertia, when you hit a target with an elemental attack, but before you roll damage, you can use Elemental Wrath. If you do, Elemental Inertia ends without providing a damage bonus, your attack against that target deals an additional +1d8 damage, and you cannot gain Elemental Inertia until the start of your next turn.
Chaos Bringer Combat Style: Elemental Brawler
Elemental Brawler's Might: Your elemental attacks gain a damage bonus equal to your Strength modifier.
Elemental Brawler’s Weapons: You gain +1 bonus to hit with weapon attacks using Unarmed Attacks, Spiked Gauntlets, Talids, Gauntlet Axes, and Wrist Razors and can use these weapons as implements.
Elemental Mastery: Form
Wrath Conversion: When you use Elemental Wrath with an elemental at-will attack power, you can choose for the extra damage to be fire, cold, lightning, thunder, acid, or untyped.
Mastery of Form: Once per encounter, when you use an elemental attack power, you can change the damage of that power to fire, cold, lightning, thunder, acid, or untyped.
Powers
At-Will Powers
Wrist Razor Basic Attack
At-Will * Weapon
Standard Action Melee 1
Target: One creature
Attack: +7 vs. AC
Hit: 1d4+3 damage
Warhammer (Two Handed) Basic Attack
At-Will * Weapon
Standard Action Melee 1
Target: One creature
Attack: +5 vs. AC
Hit: 1d10+4 damage
Earthshard Chaos Bringer Attack 1
You create and hurl a jagged spear of stone at your target that shatters into sharp debris on impact, but soon crumbles into dust.
At-Will * Implement, Elemental
Standard Action Ranged 6
Target: One creature
Attack: +5 vs. Reflex
Hit: 1d10+5 damage, and the target takes 3 damage if it moves before the end of your next turn.
Tide Strike Chaos Bringer Attack 1
You encase your weapon in a swirling vortex of water that washes over your foe on impact, forcing them to stumble back if they don’t fall to ground to get better purchase.
At-Will * Elemental, Weapon
Standard Action Melee 1 (Wrist Razor)
Target: One creature
Attack: +9 vs. AC
Hit: 1d4+5 damage and the target must choose to be pushed two squares or to fall prone.
Encounter Powers
Penetrating Shards Chaos Bringer Attack 1
You create and hurl thousands of tiny crystal shards and imbed them in your target’s skin. Until the shards crumble, they resonate and help energy to penetrate the target’s defenses, or simply get hammered in by an impact.
Encounter * Implement, Elemental
Standard Action Ranged 5
Target: One creature
Attack: +5 vs. Reflex
Hit: 2d8+Constitution modifier damage, and the target grants combat advantage and vulnerable 5 all until the end of your next turn or until it takes damage, whichever comes first.
Dwarven Resilience Dwarf Racial Power
Encounter
Minor Action Personal
Effect: You use your second wind.
Daily Powers
Aqueous Strangler Chaos Bringer Attack 1
Your body becomes surging water and you crash into your foe like a wave, then wrap your liquid form around them and holding them fast; any pain you feel spurs you into constricting and crushing your foe.
Daily * Implement, Polymorph, Elemental
Standard Action Melee 1
Requirement: You must have a hand free.
Target: One creature
Attack: +5 vs. Fortitude
Hit: 2d8+5 damage and you grab the target (save ends), you gain the form of the Aqueous Strangler, and you slide into one of the target’s spaces adjacent to you. Until the grab ends, you can move into the target’s space without provoking opportunity attacks from the target, you remain in its space when it is moves or is moved (and do not provoke opportunity attacks as you move with it), and once per round, when you take damage from an attack, the target takes 5 damage. This effect ends immediately if you are no longer in the form of the Aqueous Strangler, if you are no longer in the target’s space, you fall unconscious, or if you choose to end it. If this effect ends, you are no longer in the form of the Aqueous Strangler. If you are in the target’s space when this effect ends, you slide to the nearest unoccupied space.
Miss: Half damage and you can shift 1 square away from the target.
Special: If you use Elemental Wrath when you hit with this attack, the target falls prone the first time you are damaged by an attack while this power is in effect.

