ClassesDruid

Warden of the Elements

Warden of the Elements

Warden of the Elements

Foundation

Spellcast: Instinct

Elemental Incarnation: Mark a Stress to embody an elemental spirit from the list below. The embodiment lasts until you take Severe damage or until your next short rest. This feature can overlap with Beastform.

  • Fire: When an enemy in melee range deals damage to you, they take 1d10 magical damage.
  • Earth: You gain +1 to your Armor Score.
  • Water: When you deal damage to an enemy in Melee range, all other enemies within Very Close range mark a Stress.
  • Air: You can hover, gaining advantage on Agility rolls.

Druid

Warden of the Elements

Specialization

Once per short rest, while in Elemental Incarnation, you can assume an elemental aura matching your embodied element. The aura’ effects apply within your Close Range, following you until Elemental Incarnation ends.

  • Fire: Whenever an enemy marks at least 1 Hit Point, they also mark a Stress.
  • Earth: Your allies gain +1 to their Armor Score.
  • Water: After an enemy deals damage to you, you can mark a Stress to move them anywhere within Very Close range.
  • Air: When you or an ally take damage from an attack beyond Melee range, reduce it by 1d8.

Druid

Warden of the Elements

Mastery

While in your Elemental Incarnation, you further embody the spirit and gain the following benefit for that element:

  • Fire: Your Proficiency increases by +1 for attacks and spells that deal damage.
  • Earth: When you mark an Armor Slot, roll 1d6. On a roll of 5 or 6, clear an Armor Slot.
  • Water: When you are hit by an attack, you can mark a Stress to make the attacker Vulnerable.
  • Air: You gain +1 Evasion and can fly.

Druid