Path of the Wilder

by Parad0xxis

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Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Path of the Wilder

The wilder draws their power from raw emotion. A psionic warrior that fights more with feeling and fury rather than intellect, a wilder knows how to draw on that inner wellspring of power and release it in surges of potent psycic energy.

Psionic Power

3rd-level Wilder feature
Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are shown below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

If a psionic power or class feature forces a creature to make a saving throw, the DC for that save is 8 + your proficiency bonus + your Constitution Modifier.

The powers below use your Psionic Energy dice.

Empathic Feedback. When a creature damages you, you can use your reaction and expend up to four Psionic Energy dice to roll them, dealing psychic damage to the attacking creature equal to the result.

Influence Emotion. Your empathic powers allow you to sway the thoughts and emotions of others. As a bonus action, you choose a creature you can see and force it to make a Charisma saving throw. On a failed save, you gain advantage on Charisma checks and Wisdom (Insight) checks made against the chosen creature for one minute, as you sense and manipulate their emotions. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Psychic Surge

3rd-level Wilder feature
You can draw on your passion and emotions, letting them rise to the surface as raw psychic power. While raging, the first creature you hit on each of your turns takes additional psychic damage equal to a roll of your Psionic Energy die. If you have multiple attacks, you can expend a Psionic Energy die to deal this damage again.

Additionally, the psionic energy coursing through you bolsters your skills and guides your hand. When you make an Ability check while raging, you can expend a Psionic Energy die and roll it, adding the number rolled to the result.

Greater Empath

6th-level Wilder feature
You have gained a finer control over your raw empathic power. While raging, your attacks count as magical for the purpose of overcoming resistances. You also gain the following psionic powers, which use your Psionic Energy dice:

Iron Will. When you or an ally you can see within 30 feet fail a saving throw against a charm or an effect that would frighten them, you can use your reaction to roll a Psionic Energy die and add the number rolled to the saving throw. You expend the die only if the roll succeeds.

Empathic Transfer. You can use your powers to take on the pain of others. As an action, you can touch a willing creature and expend up to two Psionic Energy dice, rolling them. You take psychic or necrotic damage (your choice) equal to the result of the roll, and the target heals a number of hit points equal to the damage you took. If you are reduced to 0 hit points as a result of this power, any excess damage is not converted to healing.

Surge Blast

10th-level Wilder feature
You can channel your psychic surge into a powerful blast of psionic energy. While raging, you can use your action to create an energy blast in a 15 foot cone. All creatures in the path of this blast must make a Dexterity saving throw. On a failed save, a creature takes psychic damage equal to 5 rolls of your Psionic Energy die, or half as much on a successful one. When you take this action, your rage immediately ends, and you must complete a short or long rest to take this action again.

Overcharge

14th-level Wilder feature
With your mastery over your inner psychic flow, you can release a massive surge of energy all at once. When a feature allows you to expend a Psionic Energy die and roll it, or
when you roll a Psionic Energy die to deal damage
as part of Psychic Surge, you can roll up to three
additional Psionic Energy dice and add their
results to the total. You do not have to expend
additional Psionic Energy dice to do so. You
can use this feature for free once every long
rest. If you use it an additional time
before completing a long rest,
you take one level of
exhaustion for each
additional Psionic Energy
die you roll.

Credits

Subclass Created By u/Parad0xxis
Art Used:

  • Cover Art from D&D 4E's Psionic Power, William O'Connor, ©Wizards of the Coast
  • Watercolor stains by Jared Ondricek (u/flamableconcrete)