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## Barbarian Subclass ### Path of the Wild Soul (Revised) 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. ##### Path of the Wild Soul Features | Barbarian Level | Feature | |:----:|:-------------| | 3rd | Lingering Magic, Wild Surge | | 6th | Magic Reserves | | 10th | Arcane Rebuke | | 14th | Chaotic Fury | #### 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. 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, you trigger a *Wild Surge* effect. Roll a d100 on the Wild Surge table to determine the magical effect produced. If you would cast a spell with your wild surge, you do so ignoring the restrictions of your Rage. If the *Wild Surge* effect or a spell cast with your *Wild Surge* effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier and if it requires *spell attack*, the modifier is equal to your proficiency bonus + your Constitution modifier. You also gain the following features while in your Rage: ***Unstable Rage.*** Whenever you take 20 or more damage on a hit, roll a d20. If that roll is equal or lower than half the damage you took, you trigger a second *Wild Surge*, which replace any current *Wild Surge* active effect. Once you trigger a Wild Surge this way, you cannot do so again until the start of your next turn. ***Directed Chaos.*** When you roll on the Wild Surge table, you can add or subtract 1 to the result of the d100 roll and the roll can't be above 100 or below 1. You can only use this feature once per long rest. \columnbreak #### Magic Reserves At 6th level, you can channel the magic surging inside you into other creatures. You have magical charges that replenishes when you take a long rest. The amount of charges is equal to half your barbarian level (rounded up). As an action, you can touch a creature and use charges to restore the creature's expended spell slots. The spell slots can have a combined level that is equal to or less than the number of expended charges you use, and none of the slots can be 6th level or higher. Alternatively, you can also use this feature to give temporary hit points that creature instead. They gain teporary hit points equal to five times the amount of charges expended, up to a maximum of 30 temporary hit points, but if you do so, you then take force damage equal to five times the expended charges. #### 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. #### Chaotic Fury At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you trigger a second *Wild Surge*, which replace any current *Wild Surge* active effect.
> ##### Credits > **Original UA Content:** Wizards of the Coast > ___ > **Revisions:** /u/Hageshii01 >___ > **Second Revision** /u/CanceRevolution > ___ > **Created with:** The GMbinder
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Path of the Wild Soul: Revised (v1) The Arcane Athenaeum
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##### Wild Surge Table | d100 | Effect | |:---|:---------------------------------------| | 01/02 | You cast *Fireball* as a 3rd-level spell centered on yourself and you automatically fail the spell saving throw. | | 03/04 | The pass of time becomes slower to you. Until your Rage ends, your movement speed becomes 10 feet and regardless of your abilities or magic items, you can’t make more than one melee or ranged attack during your turn.| | 05/06 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | | 07/08 | Until your rage ends, you becomes poisoned and take 1d6 poison damage on the end of your turn. | | 09/10 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | | 11/12 | You are instantly ignited in flames. Until your rage ends, you take 1d6 fire damage at the end of your turns. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the fire ends. | | 13/14 | You cast *Polymorph* on yourself without concentration, which lasts until your rage ends. Roll a d10 to determinate the animal which you transform. 1: GoldFish 2: Frog 3: Sheep 4: Goat 5: Cow 6: Wolf 7: Giant Badger 8: Giant Toad 9: Dire Wolf 10: Brown Bear. | | 15/16 | Until your rage ends, your attacks deal additional 1d4 damage, but you must use your action to Attack the nearest creature to you. You choose the target if there is more than one possible target.| | 17/18 | You and all creatures within 10 feet of you gain vulnerability to piercing damage. The effects lasts until your rage ends. | | 19/20 | You and all creatures within 10 feet of you gain vulnerability to slashing damage. The effects lasts until your rage ends. | | 21/22 | You and all creatures within 10 feet of you gain vulnerability to bludgeoning damage. The effects lasts until your rage ends. | | 23/24 | You are surrounded by faint, ethereal music for the next minute. | | 25/26 | Your skin turns a vibrant shade of a random color. Roll a d6 to determinate the color. A Remove Curse spell can end this effect. 1: Red 2: Blue 3: Green 4: Yellow 5: Black 6: White | | 27/28 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | | 29/30 | Until your rage ends, your size decreases by one size category.| | 31/32 | Until your rage ends, your size increases by one size category.| | 33/34 | You and all creatures 5 feet near you must succeed on a Strength saving throw or be are knocked prone and take 2d8 force damage. Until your rage ends, you can repeat this effect as a bonus action. | | 35/36 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | | 37/38 | 1d4 *Blink Dogs* controlled by the DM appear in unoccupied spaces within 60 feet of you and are charmed by you. They vanish after 1 minute.| | 39/40 | You conjure 1d4 intangible spirits that look like flumphs 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 and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. | | 41/42 | You regain hit points equal to your Barbarian level times 2. | | 43/44 | You can immediately take one additional action, which can only be used to take the Attack or Dash action.| | 45/46 | Until your rage ends, you and anything you are wearing or carrying becomes invisible. This effect ends early when you attack.| | 47/48 | Until your rage ends, you gain resistance to necrotic, radiant and thunder damage. | | 49/50 | Until your rage ends, you gain resistance to fire, lightning and cold damage. | | 51/52 | Until your rage ends, you gain resistance to acid and poison damage. | | 53/54 | Until your rage ends, you gain resistance to force and psychic damage |
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##### Wild Surge Table | d100 | Effect | |:---|:---------------------------------------| | 55/56 | You cast *Magic Missile* as a 2th-level spell. When you reach the 9th-level in this class, you cast this spell as a 3th-level spell, you cast as a 4th-level at the 13th-level in this class and as a 5th-level at the 17th-level in this class.| | 57/58 | You cast *Shatter*. When you reach the 9th-level in this class, you cast this spell as a 3th-level spell, you cast as a 4th-level at the 13th-level in this class and as a 5th-level at the 17th-level in this class.| | 59/60 | You cast *Chaotic Orb* as a 2nd-level spell. When you reach the 9th-level in this class, you cast this spell as a 3th-level spell, you cast as a 4th-level at the 13th-level in this class and as a 5th-level at the 17th-level in this class. | | 61/62 | You cast *Erupting Earth* centered on yourself. When you reach the 9th-level in this class, you cast this spell as a 4th-level spell, you cast as a 5th-level at the 13th-level in this class and as a 6th-level at the 17th-level in this class.| | 63/64 | Creatures within 10 feet of you that are concentrating on a spell must succeed on a Wisdom saving throw or lose concentration on the spell. You can repeat this effect as an Action until your rage ends. | | 65/66 | Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away 10 feet, and then fall prone. Until your rage ends, you can repeat this effect as an Action.| | 67/68 | Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage. The weapon deals additional 1d4 damage and it gains the light and thrown properties with a range of 20/60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand. | | 69/70 | You attempt to seduce a creature within 20 feet from you. The creature must then succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. Until your rage ends, you can repeat this effect as a bonus action. | | 71/72 | Creatures within 10 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Until your rage ends, you can repeat this effect as an Action. | | 73/74 | Until your rage ends, your movement speed increases by 10 feet. This extra movement does not provoke opportunity attacks.| | 75/76 | Until your rage ends, you glow with bright light in a 30-foot radius. Any creature that ends its turn within 5 feet of you must succeed on a Constitution saving throw or become blinded until the start of its next turns.| | 77/78 | 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 your Constitution modifier | | 79/80 | You attempt to read the mind of a creature within 20 feet from you. The creature must then succeed on a Wisdom saving throw or gain disadvantage on attack rolls against you until the start of your next turn. Until your rage ends, you can repeat this effect as a bonus action. | | 81/82 | Each creature within 10 feet of you takes necrotic damage equal to your Barbarian level, and you gain temporary hit points equal to the sum of the necrotic damage dealt. | | 83/84 | Lightning leaps from your to another creature you choose within 10 feet. The target must succeed on a Dexterity saving throw or take lightning damage equal to your Barbarian Level times 2. Until your rage ends, you can repeat this effect as a bonus action. | | 85/86 | Until your rage ends, you regain hit points equal to your Constitution modifier at start of your turns.| | 87/88 | Until your rage ends, you gain temporary hit points equal to your Constitution modifier + your barbarian level if you reduce a hostile creature to 0 hit points. | | 89/90 | Until your rage ends, you gain a flying speed equal to your movement speed.| | 91/92 | Until your rage ends, you gain resistance to fire damage and also shed bright light in a 10-foot and dim light for an another 10 feet. Your melee attacks also deals an additional 1d6 fire damage. A creature takes 1d6 fire damage if it touches you or hits you with a melee attack while within 5 feet of you. | | 93/94 | An eye appears on your forehead until your rage ends. During that time, your Wisdom stat becomes 20 and you gain proficiency on Wsidom saving throws and ability checks. | | 95/96 | You make one Unarmed Strike which deals 1d6 + your Strength modifier bludgeoning damage. Until your rage ends, you can repeat this effect as a bonus action. | | 97/98 | If you die within the next minute, you immediately come back to life as if by the *Reincarnate* spell.| | 99/100| You can choose to activate any effect from the wild surge table.|