Path of the Wildrunner (Homebrew)
Hit Points
Hit Dice: d4 per Path of the Wildrunner (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
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Overview & Creation
The Path of the Wildrunner leads back to nature, to the hidden places where the material world crosses over into the Feywild. You move through dense wilderness with the swift grace and ferocity of a wolf, and your rage infuses you with bestial fey energies that allow you to harry and terrify your foes.
Many Wildrunner barbarians hail from civilized settlements rather than tribal territories. Never completely at ease except in wild places, they experience a calling to give themselves almost wholly to nature. Most achieve some balance between the different sides of their personalities, becoming fierce guardians of the lands and communities that have shaped them. Others choose to return entirely to their untamed roots, living like feral animals in savage lands. Either way, they relish their freedom from the burdens of civilization, eventually becoming fey creatures themselves.
Primal Scream
When you choose this path at 3rd level, you gain access to a fierce wellspring of instinctive fury. When you use your bonus action to enter a rage during your turn, as part of the same bonus action you can emit a frightening howl, forcing a creature who can hear you within 30 feet to make a Wisdom saving throw (DC is equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, it takes psychic damage equal to 1d6 + your proficiency bonus and cannot take reactions until the end of your next turn. On a successful save, the creature takes half as much damage but suffers no other effects.
If a creature is within 5 feet of you when it takes damage from this feature, it suffers an additional 1d6 thunder damage. When you use this feature, the unmistakable sound of your battle cry can be heard up to 150 feet away.
Shifting Fang Strike
Starting at 3rd level, while you are not wearing medium or heavy armor, you can use the Dash action as a bonus action, and if you hit a creature with an unarmed strike while you are raging, you can choose to deal piercing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. A creature which takes this piercing damage has disadvantage on the next opportunity attack it makes before the start of your next turn.
Hunter’s Swiftness
At 6th level, when you use the Dash or Disengage action during your turn, moving through nonmagical difficult terrain costs you no extra movement until the end of that turn. Also, any ability check made to track you is made with a disadvantage, and you have advantage on Wisdom (Perception) checks related to smell.
Howl of the Feywild
At 10th level, you are immune to being charmed, and when you use your Primal Scream feature, you call up a faerie fire-like green luminescence from the ground that marks your enemies. When you force a creature to roll a saving throw against your Primal Scream feature, each other creature of your choice within a 10-foot-radius sphere centered on that target must make a Wisdom saving throw against the same DC. Every creature that fails the saving throw (including the original target, which also suffers the normal effects of its saving throw against your Primal Scream) sheds dim light in a 10-foot radius and can’t benefit from being invisible until the end of your next turn. The next time before the end of your next turn that you attack a creature that failed the saving throw, you have advantage on the attack roll.
Feyheart
At 14th level, energies from the Feywild transform you and empower your rage. Your creature type changes to Fey. While raging, you gain advantage on saving throws against spells and resistance to damage from spells, and you can use a bonus action to teleport up to 20 feet.