Barbarian
Base Class: Barbarian

The Path of the Wildheart is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your animal spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a spirit animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one animal spirit, though exceptions exist.

Spirit Animal

At 3rd level, when you adopt this path, you choose an animal spirit and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear spirit, you might be unusually hairy and thick-skinned, or if your spirit is the eagle, your eyes turn bright yellow.

Bear

While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk

While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger

While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Wolf

While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Bestial Soul

At 6th level, you gain a magical benefit based on the spirit animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear

You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle

You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Elk

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.The elk spirit helps you roam far and fast.

Tiger

You gain expertise in Acrobatics and Survival. The cat spirit hones your survival instincts.

Wolf

You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Infectious Fury

10th-level Path of the Wildheart feature

When you hit a creature with and unarmed strike while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

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.

Call of the Wild

14th-level Path of the Wildheart feature

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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.

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