Base Class: Barbarian
The Wilders are a rare group of wild and passionate Maenad (and a few other warriors) who entered the material world in a bid to flee from their Shadar-Kai oppressors and defended their people from those marauding darklings with martial might and the incredible effects the Aethre-born Maenad can manifest through mustered emotion.
These unique warriors are able to use their rage in devastating quasi-magical ways. Experts in psionic power might even think that what they accomplish is a form of psionic prowess, but most Wilders can't be bothered with the "how" of their abilities, and instead they simply use them to achieve potentially devastating results. From utter mastery of their form to a powerful affinity with energy, the Wilders are united in their ability to harness emotional outbursts for supernatural strengths.
Wild Rush
3rd level Path of the Wilder feature
When you choose this Primal Path at 3rd level, choose Power of Forces, Power of Truevenom, or Power of Vitality. You gain benefits based on this choice as listed below. Additionally, while in a Rage, you can choose to enter a Wild Rush as a bonus action. When you do, you may either transform your own hands into dangerous claws or may merge a weapon you're holding into your hand. When you create claws, your hands each become sharp claws with which you are proficient. These attack using your choice of Strength or Dexterity, and deal 1d4 + Strength or Dexterity modifier (your choice) slashing damage each. This damage improves to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level. When you use the attack action to hit with one claw, if the other hand is empty, you may attack with the other claw as a bonus action. You may also choose to merge a one-handed or versatile weapon you are holding with one hand into your flesh and bone as a bonus action. If you do so, this is a grafted weapon, you are considered proficient with it, and you may not be disarmed, though you may choose to drop the weapon as normal, which reverts your hand to normal. Attacks with grafted weapons gain +1 to attack rolls. You may opt for one hand to become a grafted weapon and one hand to become a claw if you choose, although attacking with both in the same turn is not allowed by this feature alone.
Also, once your Rage and Wild Rush have ended, you experience a few brief moments of a greatly blissful feeling called Surging Euphoria. When your Rage ends, you gain advantage on all Strength, Dexterity, and Constitution ability checks, and you may reroll any dice that roll 1 or 2 on your damage rolls one time, however your speed is reduced by half and enemies have advantage on all attacks against you until the Surging Euphoria ends, as you are overcome with emotional sensations and not focused on mobility or defense. When your Rage ends, roll 1d4, and this feature lasts for that number of rounds after your Rage has ended.
Power of Forces
When you are in a Wild Rush, your claws or grafted weapon deals your choice of cold, fire, lightning, or thunder damage +1 damage in addition to their normal damage. You choose which damage type the damage is when you use this feature. This damage counts as magic for the purpose of overcoming resistance.
Power of Truevenom
When you are in a Wild Rush, your claw attacks and grafted weapon attacks exude Truevenom and deal poison damage in addition to their normal types. On a successful hit once per round, you concentrate your Truevenom, deal damage as normal and also the target must make a Constitution save DC 8 + Proficiency bonus + your Charisma modifier. On a failed save, the target becomes shaken. If a target you have hit with Truevenom is shaken and fails this save again from an additional attack it also suffers a level of Exhaustion.
Power of Vitality
When you first enter a Wild Rush, you temporarily increase you hit point total by a number of hit points equal to your barbarian level, then gain that many hit points. Additionally, you gain resistance to Psychic damage until your Wild Rush ends. If you become reduced to 0 hit points while in a Wild Rush, you have advantage on death saving throws until you recover or until death.
Mighty Rush
6th level Path of the Wilder feature
When you are in a Wild Rush, you now gain additional capabilities that further empower your emotional fighting state. You gain the following benefit based on which Power you chose previously:
Power of Forces- you now gain the ability to levitate off the ground as you literally crackle with bolts of elemental energy. When you choose to enter a Wild Rush, you gain the effects of the levitate spell until your Wild Rush ends. You emanate bright light in a 20 ft radius, and dim light for 20 feet beyond, but suffer disadvantage on all Stealth rolls as you crackle and hiss with this glowing energy. Additionally, you gain the ability to project bolts of energy when you take an action while in this state, which you are considered proficient with. These bolts attack with a ranged spell attack using your choice of Dexterity or Charisma modifier, and which deal 2d6 + Dexterity or Charisma damage modifier (your choice) + your Rage Damage. These bolts are your choice of cold, fire, lighting, or thunder damage and have a range of 30 feet, and can be used a total number of times equal to your Constitution modifier (minimum 1) before you must complete a long rest to use them again.
Power of Truevenom- your body now transforms to be riddled with concentrated Truevenom during a Wild Rush. Damage with your claws or grafted weapons now counts as magic for the purposes of damage reduction. While in a Wild Rush you gain resistance to Poison damage, and any attacker who successfully hits you with a melee attack suffers 2d6 poison damage. Additionally, as an action once per Wild Rush, you may emanate a 30 foot cone of noxious gas and liquid. Any creature in the cone must succeed at a Constitution save DC 8 + Proficiency bonus + Charisma modifier or become poisoned until the end of their next turn.
Power of Vitality- you now are capable of entering a state in which you are able to further manipulate life forces in yourself and in your enemies during a Wild Rush. While in a Wild Rush, your weapon attacks and unarmed strikes deal magic necrotic damage in addition to their normal types and if you succeed in a critical attack, you regain hit points equal to half of that attack's critical damage. In addition, once per Wild Rush, on a successful hit with a weapon attack or claw attack, or a successful grapple check, you may inflict a level of Exhaustion on the target and remove any one of the following conditions from yourself: Blinded, Deafened, Fatigued, Paralyzed, Poisoned, or a level of Exhaustion.
Empathic Link
10th level Path of the Wilder feature
You are able to establish an empathic connection with an enemy that enables you to assault your foes with your mighty raging strikes while in a state of Surging Euphoria.
During your Surging Euphoria you may now affect a single non-construct, non-undead creature with an Empathic Link as a bonus action. When you do, you add +1 round to the duration of your Surging Euphoria. Only one Empathic Link may target any one creature at a time. You may sense whatever emotion that target is experiencing at will, no matter how far that creature is from you, as long as they remain on the same plane of existence as you. You also gain your Rage damage bonus as Psychic damage to all damage rolls you inflict against the target until your Surging Euphoria ends.
Embodied Euphoria
14th level Path of the Wilder feature
Your transformation into a wild essence of power becomes more thoroughly complete, and you find yourself able to prolong your Wild Rush powers. You are now able to extend the benefits of your Wild Rush into the state of Surging Euphoria and those benefits do not end until the state of Surging Euphoria ends. You also gain a benefit based on your chosen power listed below:
Power of Forces- You can now fly, and are able to cause explosions of energy by force of will during your Wild Rush. You gain a fly speed equal to your speed, and you may now cause energy bursts to erupt around your enemies until your Wild Rush ends. Causing an energy burst is an action that creates a 10 foot radius burst of your choice of cold, fire, lightning, or thunder damage. Creatures within the burst must make a Dexterity save DC 8 + Proficiency bonus + Charisma modifier or take 6d6 damage + your Rage damage bonus of the chosen type, or half as much damage on a successful save These bursts may be created a number of times equal to your Constitution modifier (minimum 1) before you must complete a long rest to use them again.
Power of Truevenom- You become suffused with Truevenom utterly, and your very touch becomes corrosive at your choosing. You gain resistance to acid damage and can now deal 2d4 additional acid damage with each successful weapon attack or claw attack while in a Wild Rush. Additionally, you gain the ability to exude a noxious cloud, which is a 20 foot radius sphere of poison gas centered on a point that you can see within 100 feet. You may conjure this cloud once before you must complete a long rest to use it again. This cloud spreads around corners, and its area is highly obscured, granting all creatures within it three-quarters cover, although if you are in the cloud, you can sense the location of all creatures within it. The cloud lasts for a number of rounds equal to your Charisma modifier (minimum 1), or until a wind of at least 10 mph disperses it. All creatures who enter the cloud or begin their turn in the cloud must make a Constitution save DC 8 + Proficiency bonus + Charisma modifier or become Poisoned. Poisoned creatures who enter the cloud or begin their turn in the cloud must make an additional save or suffer a level of Exhaustion.
Power of Vitality- You become an overflowing bastion of life forces, while draining the life energy of foes easily. You regain 5 hp at the beginning of each of your turns during a Wild Rush. Additionally, you may cast Blight, as the spell, once per Wild Rush. Your spellcasting ability for this spell is Charisma and the saving throw DC for this spell is equal to 8 + Proficiency bonus + Charisma modifier. You gain half of the total hit points inflicted in damage by this spell if it is targeting a creature.
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