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.