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Wild Soul

Wild Soul

Path of the Wild Soul.


The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions equally as powerfully and magic saturates their body. When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.


Level 3 Features:


Lingering Magic.


At 3rd level, your body can react to the presence of magic. You can cast the Detect Magic spell without using a spell slot or any spellcasting components.
Constitution is your spellcasting ability for this spell. You faintly glow a colour corresponding to the school of magic you detect (you choose the colours).
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.


Wild Surge.


Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced. If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Some surge effects are persistent; they are active for as long as you are raging, and end once your rage ends. You can only have one persistent effect active at a time; if you trigger another wild surge and roll a new persistent effect, the new effect replaces the old one.
Additionally, whenever you take damage, roll a d20. You trigger a wild surge if the result of the roll is equal to or less than half the damage you took. Once you trigger a wild surge in this way, you cannot trigger another one until the start of your next turn.


Level 6 Feature:


Magic Reserves.


At 6th level, you can channel the magic surging inside you into other creatures. You have a pool of magical energy that replenishes when you take a long rest. The amount of energy in the pool is equal to half your Barbarian level (rounded up).
As an action, you can touch a creature and expend energy from the pool to restore one of the creature's expended spell slots, expending an amount of energy equal to the slot level. You can restore multiple spell slots with a single touch, expending the appropriate amount of energy for each. You cannot restore a spell slot of 6th level or higher.
Alternatively, when you use this feature and expend energy, the creature instead gains temporary hit points equal to five times the amount of energy expended, up to a maximum of 30 temporary hit points.


Level 10 Feature:


Arcane Rebuke.


At 10th level, the magic crackling within your soul lashes out in times of danger. When a creature within 60 feet of you forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.


Level 14 Feature:


Chaotic Fury.


At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can trigger a wild surge and roll on the Wild Surge table.



Wild Surge Table.


NumberPersistentEffect
1No.You unleash an explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d10s equal to your Rage Damage. A creature takes fire damage equal to the total on a failed save, or half as much damage on a successful one.
2Yes.You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
3No.Energy floods into your body. You can immediately take one additional action, which can only be used to take the Attack or Dash action.
4Yes.Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to two times your Rage Damage.
5No.Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet of you takes necrotic damage equal to the total, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
6Yes.You are borne aloft. You gain a flying speed equal to your walking speed.
7No.You conjure 1d4 intangible spirits in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode. Roll a number of d8s equal to your Rage Damage. Each creature within 5 feet of one or more of the spirits must succeed on a Dexterity saving throw or take force damage equal to the total.
8Yes.Light bends around you. You and anything you are wearing or carrying becomes invisible. This effect ends early when you attack.
9No.Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw, or you see a glimpse of the creature's thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
10Yes.Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
11No.A beam of brilliant light lances from your chest in a line 5-feet-wide and 60-feet-long. Roll a number of d8s equal to your Rage Damage. Each creature in the line must succeed on a Constitution saving throw or take radiant damage equal to the total and be blinded until the start of your next turn.
12Yes.Plant life temporarily grows around you: the ground within 10 feet of you is difficult terrain, and you do not suffer penalties to your movement to move through it.
13No.Healing energy radiates from you. Roll a number of d12s equal to your Rage Damage. You restore up to the total as hit points, divided as you choose among any number of creatures that you can see within 30 feet of you.
14Yes.Your body becomes wreathed in flames. You shed bright light in a 30-foot radius and dim light for an additional 30 feet, and your melee attacks deal an additional amount of fire damage equal to your Rage Damage. If another creature touches you or hits you with a melee attack while within 5 feet of you, roll a number of d4s equal to your Rage Damage. That creature takes fire damage equal to the total.
15No.Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
16Yes.Your eyes can pierce through illusions. You gain truesight to a range of 60 feet.
17No.Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away from you a number of feet equal to five times your Constitution modifier, and then fall prone.
18Yes.Your body can move much faster than usual. Your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks.
19No.You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must succeed on a Constitution saving throw or lose concentration on the spell. The DC is equal to 10 + the spell's level.
20Yes.Your become the center of a storm. Once per turn, when you successfully hit a creature with a melee attack, lightning leaps from your weapon to another creature of your choice within 30 feet. Roll a number of d6s equal to your Rage Damage. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal to the total.



 

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