Path of the Wildheart

Barbarians who follow the path of the wildheart view themselves as kin to the animal inhabitants of the natural world. They learn magical means to connect and communicate with animals, and their rage heightens their connection to animals as it fills them with supernatural might.

Animal Speaker

At 3rd level, you can cast the Beast Sense and Speak With Animals spells, but only as rituals. Wisdom is your spellcasting ability for them.

Rage of the Wilds

At 3rd level, your rage taps into the primal power of animals. You gain one of the following options of your choice. Whenever you gain a barbarian level, you can change your choice.

Bear. When you activate your rage, choose one damage type, other than force or psychic. You have resistance to the chosen type until your rage ends.

Eagle. When you activate your rage and as a bonus action while it is active, you can take the disengage and dash action.

Wolf. While your rage is active, your allies that are within 5 feet of you have advantage on melee attack rolls against any enemy of yours that is within 5 feet of you.

Aspect of the Wilds

At 6th level, you gain one of the following options of your choice. Whenever you gain a barbarian level, you can change your choice.

Elephant. You gain proficiency in the Athletics and Insight skill. If you already have proficiency in the skill, you gain expertise in it.

Owl. You gain proficiency in the Investigation and Perception skill. If you already have proficiency in the skill, you gain expertise in it.

Spider. You gain proficiency in the Stealth and Survival skill.  If you already have proficiency in the skill, you gain expertise in it.

Nature Speaker

At 10th level, you can cast the commune with nature spell, but only as a ritual. Wisdom is your spellcasting ability modifier for it.

Power of the Wilds

At 10th level, you gain one of the following options of your choice. Whenever you gain a barbarian level, you can change your choice.

Lion. Whenever your rage is active, any enemies within 5 feet of you have disadvantage on attack rolls against targets other than you.

Falcon. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Ram. While your rage is active, when you hit a large or smaller creature with a melee attack, it must succeed on a strength saving throw (DC equal to your maneuver save DC) or it is knocked prone.