Barbarian
Base Class: Barbarian

When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression manifesting in unpredictable ways. How you gained this power varies; perhaps a fey or other powerful entity blessed you, or maybe you were exposed to a source of chaotic magic that forever changed you. Whatever its source, to walk the path of the Wild Soul is to never again be bound by the mundane.

Magic Awareness

3rd-level Path of the Wild Soul Feature

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

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 Surge

3rd-level Path of  the Wild Soul feature

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

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

Duration: Some effects are active as long as you are raging, and end once your rage ends. You can only have one of these effects active at a time; if you trigger another Wild Surge and roll a new persistent effect the new effect replaces the old one.

Unstable Rage: Whenever you take damage, roll a d20. you trigger a Wild Surge if the result of the roll is less than or equal to or less than half the amount of damage you took. Once you trigger a wild magic surge this way you cannot use this ability until your next turn.

Wild Magic
D24 Effect
1 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
2 Necrotic energy bursts from you. Roll a number of d6s equal to your proficiency bonus. Each creature can see within 30 feet of you must succeed on a Constitution saving throw  or take necrotic damage equal to the total. You gain temporary hit points equal to 1d12 plus your barbarian level.                                                                                            
3 [Persistent] You unleash an explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d6s equal to your proficiency bonus. A creature that fails takes fire damage equal to the total. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
4 [Persistent] Flip a coin: on heads, our size increases by one size category; on tails, your size decreases by one size category until your rage ends.
5 Light bends around you. You and anything you are wearing or carrying becomes invisible for 1 minute, persisting even if your rage ends or you gain a new Wild Magic effect. This effect ends early when you attack or if you trigger another wild magic surge.
6 [Persistent] You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must make a concentration check to maintain the spell. The DC is equal to 10 or 8 + the spell's level, whichever is greater. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
7 [Persistent] 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 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.
8 [Persistent] 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, roll a number of d6s equal to your proficiency bonus. The spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take force damage equal to the total. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
9 [Persistent] Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
10 [Persistent] Your body can move much faster than usual. Until your rage ends, your movement speed is doubled, and your movement doesn't provoke opportunity attacks. once your rage drops you gain 1d2 exhaustion points.
11 You become the center of a storm. Once per turn, when you successfully hit a creature with a melee attack, lightning leaps from your weapon to another creature of your choice within 30 feet. Roll a number of d6s equal to your proficiency bonus. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal to the total on a successful save the creature takes half damage and you suffer half damage as well.
12 [Persistent] 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.
13 [Persistent] A beam of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failure, roll a number of d6s equal to half of your proficiency bonus. The creature takes radiant damage equal to the total and is 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.
14 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d8 force damage, as magic lashes out in retribution.
15 [Persistent] Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +2 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
16 [Persistent] Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
17 [Persistent] Your eyes can pierce through illusions. Until your rage ends, you gain true sight to a range of 60 feet.
18 [Persistent] Healing energy radiates from you. Restore a number of d4s hit points equal to your proficency bonus to one creature you can see within 30ft; you can also choose yourself for this effect. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
19 [Persistent] You are borne aloft. Until your rage ends, you gain a flying speed equal to your walking speed.
20 You cast mirror image.
21 [Persistent] Your body becomes wreathed in flames. Until your rage ends, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and your melee attacks deal an additional number of d6s equal to half of your proficency bonus rounded down of fire damage.
22 [Persistent] Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away from you a number of feet equal to five times your proficency bonus, and then fall prone. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
23 [Persistent] Arcane energy taps into the minds of those around you. Choose a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you 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.
24 Energy floods into your body. You can take one additional action, which can only be used to take the Attack or Dash action. Roll again on the Wild Magic Surge.                           

Bolstering Magic

6th-level Path of the Wild Soul Feature

You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (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.

Arcane Rebuke

10th-level Path of  the Wild Soul

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.
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Controlled Surge

14th-level Path of the Wild Soul Feature

Whenever you roll on the Wild Surge table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

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