Barbarian
Base Class: Barbarian

Not all Barbarians are mindless battle junkies who lose themselves to the rage. By finding a grounding focus in nature the Barbarian of the Wild Path slowly learns the control their rage while expanding their senses. The Path to wild enlightenment is long and difficult, but the strong willed will find it worthy of the effort.

Level 3: Magic Awareness

Magic Awareness

You have opened your mind to the magic flowing through the world. 

At level 3 You learn the detect magic Detect Magic spell as an innate spell. For you, it has a duration of 1 minute and does not require Concentration. While your awareness is open, you can also detect the presence of curses but not what a curse is or its properties. 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.

Level 6: Bolstering Magic

Bolstering Magic

On your Path to natural enlightenment you have realized that your companions have been an integral part to your success.

At level 6 you can harness your wild magic to bolster a companion. As an action, you can touch one creature in your party and confer one of the following benefits of your choice to that creature:

  • Strength - For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Mana - Roll a d4. 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. 
  • Soul - Harness the vital energy flowing through the world and heal the creature for 1d4 health.

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.

 

Level 10: Battle Trance

Battle Trance

Through experience you have learned to predict the flow of battle. 

At level 10 you may use 2 rage charges at the same time as a Bonus Action to enter Battle Trance instead of Rage. Battle Trance lasts until the end of combat unless ended early. 

You gain advantage on STR and DEX saving throws (not attacks), +3 to DEX saving throws, on a successful melee hit add +1d4 damage, you may only cast spells that affect you or your currently targeted opponent and do not need preparation. Disadvantage to INT and CHA saving throws. 

 

Level 14: Battle Bonds

Battle Bonds

Bonds forged in battle are harder than steel.

Starting at level 14 you may engrave one of three runic sigil tied to the name of a companion into one of your weapons. Each level after 14 allows you to add an additional sigil. Each name can only be added once per weapon. During combat if you are wielding a weapon with one or more sigils on it, it will empower Bolstering Magic when used on the companion tied to that sigil. If a companion's name appears on multiple equipped weapons, all available effects are activated, but Bolstering Magic may not be used on them again until after a long rest. 

Sigil of Strength - Empowers the Strength Bolstering magic to the designated companion allowing them to roll 2d4 to add instead of 1d4. Once a creature received the empowered strength bolster, they cannot receive the empowered version again until after a long rest. 

Sigil of Mana - Empowers the Mana Bolstering magic to the designated companion allowing them to regain up to 2 expended spell slots of their choice at 1d4 level or lower, OR regain 1 expended spell slot of any level. Once a creature received the empowered mana bolster, they cannot receive the empowered version again until after a long rest. 

Sigil of Soul - Empowers the Soul Bolstering magic to the designated companion healing them for 2d4. Once a creature received the empowered soul bolster, they cannot receive the empowered version again until after a long rest. 

Level 3: Enhanced Rage

Enhanced Rage

When you enter rage roll 1d4 determining the type of rage.

Rage Table

d4 Effect
1 Enter Rage as normal
2 Enter Wild Fury Rage
3 Enter Wild Whimsy Rage
4 Enter Enlightened Rage

 

Wild Fury Rage

When you enter your rage, roll on the Wild Fury table to determine the magical effect produced. 

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.

d12 Effect
1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 necrotic damage per Rage Damage Bonus. You also gain 1d6 temporary hit points per Rage Damage Bonus.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a Bonus Action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), 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, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d4 force damage per Rage Damage Bonus. Until your rage ends, you can summon another spirit on each of your turns as a Bonus Action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force and it gains a bonus to attack and damage rolls equal to half your Rage Damage Bonus (rounded down). Your weapon also 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 at the end of the current turn.
5 Until your rage ends, whenever a creature hits you with an attack roll, that creature takes 1d4 force damage per Rage Damage Bonus, as magic lashes out in retribution. 
6 Until your rage ends, you are surrounded by multicoloured, protective lights; you gain a bonus to AC equal to half your Rage Damage Bonus (rounded down), and while within 10 feet of you, your allies gain +1 to their AC.
7 Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. The radius increases by 5 feet per Rage Damage Bonus.
8 A bolt of light shoots from your chest. A creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d4 radiant damage per Rage Damage Bonus and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a Bonus Action.
9 Until your rage ends, creatures you damage bleed coins. Whenever you hit a creature with an attack, you gain number of silver pieces equal to the damage dealt times twice your Rage Damage Bonus. 
10 Until your rage ends, your torso can spin like a propeller. As an action, you can make one weapon attack against every creature within 5 feet of you. On a hit, each creature is pushed 5 feet away from you and is knocked prone. 
11 Electrical energy crackles over your body. Until your rage ends, when you hit a creature with a melee attack, you can choose another creature within 10 feet of the target. That second creature must make a Dexterity saving throw or take lightning damage equal to 1d6 per Rage Damage Bonus.
12 Until your rage ends, as a Bonus Action, you can unleash a magical roar. Each creature of your choice within 5 feet that can hear you must make a Wisdom saving throw or become frightened of you until the start of your next turn. The radius of your roar increases by 5 feet per Rage Damage Bonus.

 

Wild Whimsy Rage

When you enter your rage, roll on the Wild Whimsy table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.

d12 Effect
1 Until your rage ends, you can see through any magical disguises or illusions, and any disguised creatures reveal their true forms to you. You also gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks to detect hidden or concealed objects.
2 You are surrounded by faint, whispering voices of nature spirits. Until your rage ends, you can communicate with animals and plants as if under the effect of the Speak with Animals and Speak with Plants spells. You allso gain advantage on Wisdom (Animal Handling) and Intelligence (Nature) checks.
3 You become as light as a feather. Until your rage ends, you and a number of creatures within 30 feet equal to your Rage Damage Bonus can move as if under the effects of the Jump spell, and take no damage from falling, landing softly with a burst of colourful feathers each time.
4 An unseen spectral hand follows you. Until your rage ends, you may control the hand as if using the Mage Hand spell. Additionally, an invisible finger lightly flicks someone on the nose or similar appendage every time they lie to you. This grants you advantage on Wisdom (Insight) checks to determine whether someone is lying.
5 You gain a strange otherworldly insight, and subtle warmth settles in your chest, filling your heart with quiet confidence and calm determination. You, or one creature within 30 feet of you gains one Heroic Inspiration.
6 A spectral pouch appears at your waist. You can use a free object interaction to reach into the bag and produce a mundane, nonmagical item no larger than a loaf of bread. You can do this a number of times equal to your Rage damage bonus while the bag persists. The bag and objects vanish when your rage ends.
7 Until your rage ends, you and a number of creatures within 30 feet equal to your Rage Damage Bonus become invisible, as per the Invisibility spell. This effect ends early if an invisible creature makes an attack roll, deals damage, or casts a spell.
8 Your features ripple like liquid. Until your rage ends, you can change your appearance to resemble any humanoid of your choice as per the Disguise Self spell. You also gain advantage on Charisma (Deception) checks when attempting to pass yourself off as the individual you’re imitating.
9 A mystical third eye appears on your forehead until your rage ends. During that time, your Wisdom score becomes 20 (unless it is already higher), and you gain proficiency in Wisdom saving throws and in all Wisdom-based ability checks.
10 Until your rage ends, you gain the ability to speak telepathically to any creature you can see within range. The creature understands you, regardless of its languages, but cannot reply telepathically. The range of of your telepathy is equal to 15 feet per rage damage bonus.
11 A Tiny fey being appears on your shoulder, shouting enthusiastic encouragement. You and a number allies equal to your Rage Damage Bonus within 30 feet, gain 1d6 that they can roll when they fail a d20 Test within the next hour, adding the result to the roll.
12 You emit a quick pulse of protective magical energy. You and all allies of your choice within 10 feet of you gain temporary hit points equal to 1d6 per Rage Damage Bonus. These temporary hit points persist after your rage ends.

 

 

Enlightened Rage

You gain advantage on STR and WIS checks and saving throws (not attacks), +1 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging, although you can cast At Will Cantrips due to your enlightened state. +1 damage to all Cantrip attacks.  

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

If your rage ends for any reason other than being knocked unconscious you may choose to meditate during your next long rest. When meditating, your healing from the rest is cut in half (rounded down), roll 1d4 and add the result as a temporary modifier to one of your stats (become Enlightened). This bonus lasts until your next rest OR the next time you enter rage, whichever occurs first. 

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