Base Class: Barbarian
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being contacted by their spiritual ancestors when called upon. The Barbarians contacted by these past family members walk the Path of Wild Ancestors. Many don't know how or why the spirits contact them, but some learn the ways to call on them when emotion is coursing through their veins.
Spirit Awareness
3rd-level Path of Wild Spirit feature
As an action, you can open your awareness to the presence of nearby beasts. Until the end of your next turn, you know the location of any beast within 60 ft. of you that isn’t behind total cover. When you sense a beast, you learn whether it is passive or aggressive.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wild Spirit Surge
3rd-level Path of Wild Spirit feature
The connection to your past inside you sometimes erupts. When you enter your rage, roll on the Wild Spirit table to determine the spirit summoned.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Wild Magic
| d8 | Effect |
|---|---|
| 1 | An ancient evil spirit is called upon, as they emerge, the ground around you cools well below sub zero. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage as they feel their life force being sapped. You also gain 1d12 temporary hit points. |
| 2 | A swift happy spirit appears and touches you on the shoulder, you instantly teleport up to 30 feet to an unoccupied space you can see. This spirit will visit you again on each of your turns as a bonus action until your rage ends. |
| 3 | An playful spirit, which looks a bit like a baby bear, appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes with joy, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. This spirit will continue to visit on each of your turns as a bonus action, until your rage ends. |
| 4 | An exceedingly strong spirit visits, laying a hand on one weapon of your choice that you are holding relieving you of it's mass. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand, delivered by the spirit, at the end of the current turn. |
| 5 | A sturdy spirit stands solemnly next to you, lashing out with a reaction of retribution whenever a creature hits you, dealing 1d6 force damage. |
| 6 | A large protective spirit descends over you, covering you in multicoloured lights, akin to the aroura seen in the coldest parts of Esteya; you gain a +1 bonus to AC, and while within 10 feet of you, the lights reach to your allies, they gain the same bonus until your rage ends. |
| 7 | An angry spirit comes from below as a 15 foot pool of sharp, smashed up ice appears around you; until your rage ends, this area is difficult terrain for your enemies. |
| 8 | A virtuous spirit visits you, leaning on a large staff, as they touch you on the shoulder you feel a powerful concentration of energy surge from your chest as bolt of light shoots out from your core. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. You can use this effect again on each of your turns as a bonus action, as the spirit continues to channel through you until your rage ends. |
A Helping Hand
6th-level Path of Wild Spirit feature
As an action, you can take a moment to look inside and reach back to your ancestry, calling directly to a protective spirit to help yourself or a companion. This spirit will greet you briefly, then become a small wisp, whipping around a creature of your choice (which can be yourself) and confer one of the following benefits of your choice to that creature:
- For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
- Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unstable Spirits
10th-level Path of Wild Spirit feature
When you are imperiled during your rage, the spirits within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Spirit table and immediately call upon a new spirit. This spirit replaces your current Wild Spirit and the effects that it comes with.
Controlled Calling
14th-level Path of Wild Spirit feature
Whenever you roll on the Wild Spirit table, you can roll the die twice and choose which of the two spirits to summon. If you roll the same number on both dice, you can ignore the number and choose any spirit on the table.
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