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Primal Path

Path of the Wild Soul (Revised)


The realm of the Feywild abounds with beauty, unpredictable Unearthed Arcana Material
emotion, and rampant magic. A barbarian exposed to this This subclass is intended to be an improvement to
realm feels emotions equally as powerfully, and magic the Path of the Wild Soul subclass released in the
saturates their body. August 15, 2019 Unearthed Arcana. The flavor of
When a barbarian who follows this path rages, it is a the subclass remains the same, only adding some
bellowing roar for freedom, an explosion of expression quality of life changes to how certain effects work,
manifesting in unpredictable ways. How you gained this improving the Magic Reserves feature to be less
power varies; perhaps a fey or other powerful entity blessed swingy but still flavorful and impactful, and
you, or maybe you were exposed to a source of chaotic magic expanding the Wild Surge table from only 8
which forever changed you. Whatever its source, to walk the options to 20.
path of the Wild Soul is to never again be bound by the The hope is that a Wild Soul Barbarian shouldn't
attempt to bank on any one particular Wild Surge
mundane. effect; surges should proc often and with many
Path of the Wild Soul Features varied effects. To that end you shouldn't try
Barbarian Level Feature "fishing" for a particular effect, but embrance the
chaos of battle as you continueously alter your
3rd Lingering Magic, Wild Surge fighting style and adapt as new magical effects
6th Magic Reserves manifest.

10th Arcane Rebuke


14th Chaotic Fury

Lingering Magic
At 3rd level, your body can react to the presence of magic.
You can cast the detect magic spell without using a spell slot Magic Reserves
or any spellcasting components. At 6th level, you can channel the magic surging inside you
Constitution is your spellcasting ability for this spell. You into other creatures. You have a pool of magical energy that
faintly glow a color corresponding to the school of magic you replenishes when you take a long rest. The amount of energy
detect (you choose the colors). in the pool is equal to half your barbarian level (rounded up).
You can use this feature a number of times equal to your As an action, you can touch a creature and expend energy
Constitution modifier (minimum of once). You regain all from the pool to restore one of the creature's expended spell
expended uses when you finish a long rest. slots, expending an amount of energy equal to the slot level.
You cannot restore a spell slot of 6th level or higher, and a
Wild Surge creature can only have a single spell slot restored to it once
Starting at 3rd level, magic erupts from you as you rage. per long rest.
When you enter your rage, roll on the Wild Surge table to Alternatively, when you use this feature and expend energy,
determine the magical effect produced. the creature instead gains temporary hit points equal to five
If the wild surge requires a saving throw, the DC equals 8 + times the amount of energy expended, up to a maximum of
your proficiency bonus + your Constitution modifier. 25 temporary hit points.
Duration. Some surge effects are persistent; they are
active for as long as you are raging, and end once your rage Arcane Rebuke
ends. You can only have one persistent effect active at a time; At 10th level, the magic crackling within your soul lashes out
if you trigger another wild surge and roll a new persistent in times of danger. When a creature within 60 feet of you
effect, the new effect replaces the old one. forces you to make a saving throw while you are raging, you
Unstable Rage. Whenever you take damage, roll a d20. can use your reaction to deal 3d6 force damage to that
You trigger a wild surge if the result of the roll is equal to or creature.
less than half the damage you took. Once you trigger a wild
surge in this way, you cannot trigger another one until the Chaotic Fury
start of your next turn. At 14th level, you become a wellspring of wild magic while
Directed Chaos. When you roll on the Wild Surge table, you are raging. As a bonus action, you can trigger a wild
you can change the result of the d20 roll by 1 in either surge and roll on the Wild Surge table.
direction (to a minimum of 1 and a maximum of 20),
changing which effect is produced. Once you do, you can't do
so again until you finish a short or long rest.

Barbarian: Path of the Wild Soul Revised (v1.1)


The Arcane Athenaeum
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Wild Surge
d20 Effect
1 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 d10s equal to your Rage Damage. A creature takes fire damage equal
to the total on a failed save, or half as much damage on a successful one.
2 (Persistent) You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this
effect again on each of your turns as a bonus action.
3 Energy floods into your body. You can immediately take one additional action, which can only be used to take the
Attack or Dash action.
4 (Persistent) Plant life temporarily grows around you: the ground within 10 feet of you is difficult terrain, and you do not
suffer penalties to your movement to move through it.
5 Healing energy radiates from you. Roll a number of d12s equal to your Rage Damage. You restore up to the total as hit
points, divided as you choose among any number of creatures that you can see within 30 feet of you.
6 (Persistent) You are borne aloft. You gain a flying speed equal to your walking speed.
7 You conjure 1d4 intangible spirits in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a
random direction. At the end of your turn, all spirits explode. Roll a number of d8s equal to your Rage Damage. Each
creature within 5 feet of one or more of the spirits must succeed on a Dexterity saving throw or take force damage
equal to the total.
8 (Persistent) Light bends around you. You and anything you are wearing or carrying becomes invisible for 1 minute,
persisting even if your rage ends. This effect ends early when you attack or if you trigger another wild magic surge.
9 A beam of brilliant light lances from your chest in a line 5-feet-wide and 60-feet-long. Roll a number of d8s equal to
your Rage Damage. Each creature in the line must succeed on a Constitution saving throw or take radiant damage equal
to the total and be blinded until the start of your next turn.
10 (Persistent) Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals
psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties
with a normal range of 20 feet and a long range of 60 feet. You can add your Rage Damage to ranged attacks made with
this weapon. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your
turn.
11 Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet
of you takes necrotic damage equal to the total, and you gain temporary hit points equal to the sum of the necrotic
damage dealt to the creatures.
12 (Persistent) Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature
within 10 feet of you hits you with an attack, that creature takes force damage equal to two times your Rage Damage.
13 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 Rage Damage, and then fall prone.
14 (Persistent) Your body becomes wreathed in flames. You shed bright light in a 30-foot radius and dim light for an
additional 30 feet, and your melee attacks deal an additional amount of fire damage equal to your Rage Damage. If
another creature touches you or hits you with a melee attack while within 5 feet of you, roll a number of d4s equal to
your Rage Damage. That creature takes fire damage equal to the total.
15 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.
16 (Persistent) Your eyes can pierce through illusions. You gain truesight to a range of 60 feet.
17 Arcane energy taps into the minds of those around you. Each creature within 30 feet of you 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.
18 (Persistent) Your body can move much faster than usual. Your movement speed increases by 10 feet, and your
movement doesn't provoke opportunity attacks.
19 You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must succeed on a
Constitution saving throw or lose concentration on the spell. The DC is equal to 10 + the spell's level.
20 (Persistent) Your 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 Rage Damage. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal
to the total.

Barbarian: Path of the Wild Soul Revised (v1.1)


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Have you ever been so mad that you literally burst into flames?
Now you can be.

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Barbarian: Path of the Wild Soul Revised (v1.1)
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