PATH OF THE WILDHEART

Some warriors have always felt a closer bond with the monsters they hunt rather than their own people. They spend their days observing the various patterns and habits of their quarry, emulating their actions in an effort to understand and overcome. Over time, these warriors develop a primal instinct. A force within them resonates with the wild creatures they spend so much time near, allowing them to perfectly mimic their traits and actions. These are the barbarians of the wildheart.

Primal Magics

At level 3 you gain the ability to copy the special traits and actions of monsters and use them as your own. While raging, you can use your reaction when you see a non-humanoid creature of CR less than or equal to half your level rounded down use a trait or action to learn it for yourself. If you are fighting a monster of higher CR that uses a trait or action that has a lesser equivalent for a monster within the above limit, then you can choose to learn the lesser equivalent.

You have a total number of primal magic slots equal to your constitution modifier (MAX 4) and can know a total number of these traits and actions equal to your Proficiency Bonus. Using a trait or action with this abilty, burns up a primal magic slot. Traits remain active for up to one minute and you can only have one active at a time. Actions can be used while a trait is active, but only if your action economy allows it. Primal magic slots are replenished with a short rest.

You can choose to forget a monster trait in order to make room for a new one with this ability. This ability cannot be used to grant you a fly or swim speed outside what your race normally allows. You cannot use this feature to grow appendages or parts that your race normally wouldn't have such as wings, tentacles, horns, or extra arms/legs. If you learn a monster attack that deals bludgeoning, piercing or slashing damage, you must have a weapon capable of that damage type in order to use it.

Wild Adaptation

Beginning at level 6 your knowledge of monsters combined with instinct allows you to react quicker to incoming monster attacks. You can add your proficiency bonus to your AC or saving throw when targeted by a monster trait or action that you know.

Primal Kinship

Over time you have developed a level of kinship with certain monsters that causes some to respect you and even carry out your commands. Starting at level 10 you can use your action to cast Dominate Beast once per long rest. At level 15 this improves to Dominate Monster.

Monster of Legend

Your intimate knowledge of monsters can be seen in your ability to recreate some of their most legendary actions. At level 14 you gain an extra primal magic slot that can store a legendary or regular trait/action from a monster of any CR level. You can burn this primal magic slot only once per short rest. Once a trait or ability has been used with this slot, you must use your reaction to gain the same or new ability from a monster.

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