A wilder is an empath less defined by a personal philosophy and more by the lack of one. If wilders could be said to adhere to any philosophy, however, it would be to live freely in the moment and unshackle one’s emotions from outside concerns. A wilder’s emotions are so strong and uncontrolled that they seep into the world around them in the form of psionic powers. Often taken to be insane or unbalanced due to their great passions, a wilder’s emotions surge and wane, affecting the potency of their psionic abilities.
Wilders find themselves in violent situations more often than other empaths, because they don’t hold themselves back and refuse to rein in their more aggressive feelings when their ire is stoked. Whether because they enjoy the exhilarating thrill of it, or because their tempestuous nature drives them to visceral confrontations, wilders can hold their own in a fight.
When you choose this mantle at 1st level, you gain proficiency in light and medium armor, and one martial melee weapon of your choice.
Starting at 3rd level, you may unshackle your emotions when you manifest a psionic power. Whenever you manifest a telepathy augment, you may either give yourself advantage on a psionic attack roll against one of the power’s targets, or one of the power’s targets suffers disadvantage on its saving throws to resist the power. Additionally, if the power deals psychic damage, you deal 1d12 extra psychic damage to one target of the power.
Using your Wild Surge potentially drains your vitality. Each time you use this feature, roll 1d20. If the result of this roll is equal to or lower than the number of psi points you spent to manifest the power you used in conjunction with this feature, you gain 1 level of exhaustion.
Beginning at 6th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
Starting at 14th level, your surging emotions become difficult for others to affect with magic. Whenever another creature targets you with an enchantment, illusion, or telepathy effect, that creature must succeed on a Wisdom saving throw against your power save DC or it fails to target you successfully, wasting the action it used to attempt to create the effect, but not spending any other resources such as spell slots, psi points, or magic item charges.
In situations where you wish to be targeted by a beneficial effect, you can choose to suspend this ability as a bonus action. It remains inactive for as long as you concentrate (as though concentrating on a spell).