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WARDEN OF THE ELEMENTS

Play the Warden of the Elements if you want to embody the natural elements of the wild.

SPELLCAST TRAIT

Instinct

FOUNDATION FEATURE

Elemental Incarnation: Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:

  • Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
  • Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
  • Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
  • Air: You can hover, gaining advantage on Agility Rolls.

SPECIALIZATION FEATURE

Elemental Aura: Once per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.

  • Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.
  • Earth: Your allies gain a +1 bonus to Strength.
  • Water: When an adversary deals damage to you, you can mark a Stress to move them anywhere within Very Close range of where they are.
  • Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.

MASTERY FEATURE

Elemental Dominion: You further embody your element. While Channeling, you gain the following benefit:

  • Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage.
  • Earth: When you would mark Hit Points, roll a d6 per Hit Point marked. For each result of 6, reduce the number of Hit Points you mark by 1.
  • Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
  • Air: You gain a +1 bonus to your Evasion and can fly.