‘WARDEN
In the vast tapestry of the untamed natural world, where
the roaring of beasts intertwines with the wild rustling
of foliage, there arise those who are chosen by the
elements themselves. These individuals, known as
Wardens, are fierce warriors who have forged an
unyielding connection with the elemental forces that
shape our very existence. Through their primal
attunement, they draw upon the raw power of the earth,
the air, the water, and the fire, becoming living vessels
of nature's might and embodying the untamed strength
and beauty of the elements in their every move.
SAVAGE HARMONY
Wardens stand as relentless protectors of the natural
world, warriors driven by an unquenchable passion for
the untamed and unfiltered essence of the wilderness,
‘They understand that nature is raw and savage force
that demands both respect and reverence. With their
connection to the roiling earth, the unyielding storms,
the unforgiving winter, and the scorching sun, wardens
become savage warriors, wielding primal forces. They
seek to maintain the precarious balance that sustains
life, defending the natural order through unbridled
ferocity and an indomitable will
PRIMAL ARSENAL
‘At the dawning of their journey, Wardens undergo a
transformative ritual, a rite of passage that binds their
mortal forms with the untamed essence of nature itself
Their bodies toughen, akin to the rugged bark of ancient
trees, their limbs sharpened and honed like primal
stone blades, and their senses heightened to perceive
the subtlest nuances of the natural world, In this state off
primal awakening, Wardens possess an arsenal of
natural weapons, capable of unleashing devastating
attacks. With each strike, they embody the untamed fury
and feral grace of a predator unleashed upon its prey.
Ee
PERFORMING EXPLOITS IN COMBAT
Sorne Warden feature uses exploits. After you use a feature
the Exploit ag, you cant use a feature with the Exploit
tag again until the stat of your next turn,
‘A Maneuver Exploit can be used as part of an attack, and
usually enhances the attack in some way.
‘A Tactical Exploit can be used either as an action on your
turn, or in place of one of your attacks when you take the
‘Attack action on your turn
‘A Swift Expeitcan be used as a bonus action on your turnq THE WARDEN
Proficiency
Level Bonus Primalshift Features
it 2 166
Primeval
Expressions
Primalshif, =
Primordial Eruption
Primeval Expressions
Primordial Reale
Ability Score
Improvement
Extra Attack
Realen feature,
Primordial Strikes
Priordial Surge
Ability Score
Improvement
2nd 12 164
3rd 42 168
ah 42 164
Sth 43 166
Bh 8 126
th 43 166
Bho 8 166
oth 44 16 Realen feature
Noth +4 16 —
Mth 44 168 Synapomorphy
Vath 4 18 Abily Score
Improvement
Unbreakable Body
Unstoppable Force
Realen feature
Ability Score
Improvement
Wh 46 dio =
ish 46 dio
19th 110
1th 4s 168
Vath 45 ea
Sth 45 128
Veh 45. Vea
Realen feature
Ability Score
Improvement
20th 112 Force of Nature
C1ass FEATURES
‘As warden, you gain the following class features.
Hrr Ports
HitDice: 1d12 per warden level
HitPoints at 1st Level: 12 +-your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per warden level after Ist
PROFICIENGIES
‘Armor: Light armor, medium armor, shields
‘Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Wisdom
‘Skills: Choose two {rom Acrobatics, Athletics, Insight,
Intimidation, Medicine, Nature, Perception and Survival
EQUIPMENT
You start with the following equipment, in addi
the equipment granted by your background:
+ (a) scale mail or (b) leather armor
+ (a) simple weapon and a shield or (b) two simple
weapons
+ (a) two javelins or (b) two handaxes
+ (@)a dungeoneer's pack or (b) an explorer's pack.
PRIMALSHIFT
Istlevel warden feature
Your control over primordial forces gives you a flexible
combat style, as you shift your body into natural
weapons, shaped out of elements such as wood or
stone, or are derived from other elemental powers you
discover later.
NATURAL WEAPONS
‘These natural weapons counts as simple melee
‘weapons with the finesse property for you, and their
damage is determined by your Primalshift die. This die
changes as you gain warden levels, as shown in the
Primalshift column of the Warden table.
Ifa primalshift option has more than one damage
type, you choose which when transforming.
Primalshifted weapons cannot be disarmed.
You can perform this transformation during your
move, of as past of the Attack action, and it last until you
dismiss it as a bonus action. Ifyou do, choose a
primalshift option. Your Primalshift options are detailed
at the end of the class description,
‘PRIMALSHIFT ABILITY
‘Some of your Primalshift abilities require your target to
make a saving throw to resist their effects. The saving
throw DC is calculated as follows:
Primalshift Save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (you choose when you
gain this feature)
PRIMORDIAL ERUPTION
Istlevel warden feature
‘Asa bonus action, you can tap into the raw power of the
primordial forces that flow within you, and waleash a
disruptive force. You can use this bonus action only if
you haven't moved during this turn. When you use this
bonus action, until the start of your next turn, your
speed is halved, and you cause a disturbance in a 10-
foot area centered on you, that moves with you. Each
hostile creature in that area has disadvantage on attack
rolls that aren't against you, and the area is considered
difficult terrain to them,
‘Once you use this feature, you can't use it again until
you move 0 feet on one of your turns. At 10th level, you
can use your Primordial Eruption twice before pausing,PRIMEVAL EXPRESSIONS
2nd-level warden feature
Your innate connection with the forces of nature grants
you bons with which you may interact with the world
at large,
You learn two Primeval Expressions of your choice,
Your Primeval Expression options are detailed at the
end of the class description. When you gain certain
‘warden levels, you gain additional primeval expressions
of your choice, as shown in the Expressions Known
columa of the Warden Table
‘Additionally, when you gain a level in this class, you
can choose one of the Primeval Expressions you know
and replace it with another Primeval Expression that
you could learn at that level.
REALM OF POWER
Srd:Jevel warden feature
Choose the natural realms you derive your power from,
as the Earthblood, the Stormheart, the Suncaller, or the
Winterwrought, all detailed at the end of the class
description. Your choice grants you features at 6th level
and again at 9th, 15th and 18th level
ABILITY SCORE IMPROVEMENT
4th-level warden feature
When you reach 4th level and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
‘of your choice by 1. As normal, you can't increase an
ability score above 20 using this feature.
Exrra ATTACK
Suth-level warden feature
You can attack twice, rather than once, whenever you
take the Attack action on your turn,
PRIMORDIAL STRIKES
Gth-level warden feature
{As primordial essence courses through you, damage
dealt by your natural weapons count as magical for the
purpose of overcoming resistance and immunity to
‘nonmagical attacks and damage.
PRIMORDIAL SURGE
7itvlevel warden feature
You have a Surge Eruption pool that allows you to
‘wreck havoc when you unleash your Primordial
Eruption. It can hold an amount of Surge Eruption,
points up to your proficiency bonus. At the start of your
tur, you add one such point to the pool
When you unleash your Primordial Eruption, a
creature you can sce within its area must make a
Dexterity saving throw. On a failed save, it takes
damage equal to a number of Primalshift die equal to
the number of Surge Eruption points in the pool, or half
‘as much on a successful save.
‘The Surge Eruption pool is emptied when you
unleash your Primordial Eruption or you roll for
initiative
SYNAPOMORPHY
Lthevel warden feature
Your mastery of transformation deepens. When using
your Primalshift feature, you can choose an additional
option and maintain up to two different natural weapons
ata time. When you dismiss your natural weapons, you
can dismiss one or both of them.
In addition, you can use up to two different exploits
on each of your turns.
UNBREAKABLE BODY
13th level warden feature
Your body is unyielding. Your hit point maximum can’t
be reduced and you add your proficiency bonus to all
death saving throws you make.
UNSTOPPABLE FORCE
L4thr-level warden feature
You've become a formidable primordial force. You gain
proficiency in Constitution saving throws. In additior
whenever you make a saving throw and fail, you can
reroll it and take the second result, adding a Primalshift
die to that roll
‘Once you use this feature, you can’t use it again until
you finish a short or a long rest.
‘VOLATILE MOMENTUM
17th level warden feature
At the start of your tua, ifyou unleashed your
Primordial Eruption last tura, you can leap to an
‘unoccupied space within 10 feet of you. This does not
cost you any movement, doesa't provoke opportunity,
attacks and doesn’t count against recharging your
Primordial Eruption.
Force OF NATURE
20th level warden feature
Embracing the unyielding fury of nature, your
Primalshift die becomes a d12 and the radius of your
Primordial Eruption increases to a 20-foot radius.REALM OF POWER
Untamed potential rests in the veins of each warden, an
aspect of power derived from a particular aspect of the
natural realms, Some wardens share a particularly
powerful bond with the pull of the earth, some feel the
calling of the raging storms, and others yet are drawn to
the blistering heat of the sun itself.
FARTHRIOOD
Wardens heeding the call of the earthblood find
themselves bolstered by the unshakable foundation of
the ground itself. The realm of the earthblood is
immovable as the mountains, and sturdy as the
mightiest oak,
EarTHEN SENTINEL
3rd level Earthblood feature
You become unyielding like the towering mountains
themselves, While you aren't wearing heavy armor, you
can't be knocked prone or moved against your will, and
you receive a +2 bonis to AC,
‘TRCTONIC PIATING
6th-level Earthblood feature
‘When you use your Primalshift feature, you can choose
bludgeoning as your damage type. Additionally, when
‘you unleash your Primordial Eruption, you receive an,
amount of temporary hit points equal to two rolls of
your Primalshift die
FORCEFUL STRIKE
Sth-level Barthblood feature
Channeling mountainous strength, you strike with
overwhelming impact. The first time on each of your
turns that you hit a creature with a natural weapon, you
deal an additional 148 bludgeoning damage.
EARTHEN TITAN
15th-level Barthblood feature
Until the end of your turn when you unleash your
Primordial Eruption, you can move through hostile
creature's spaces and they aren't considered difficult
terrain for you. When you move through a hostile
creature's space in this way, it must make a Strength
saving throw against your Primalshift save DC. On a
failed save, it is moved up to 5 feet in a direction of your
choosing and takes damage equal to one roll of your
Primalshift die.
‘DIAMANTINE RESILIENCE
‘I8th-level Earthblood feature
Deep within you flows the resilience of the earth itself,
granting you a hardening fortitude. You have resistance
to acid, fire and poison damage, and while you have no
‘more than half of your hit points left, you are immune to
acid, fire and poison damage.
Warden | Realms of P
STORMHEART
‘Stormhearts become living conduits of the storm, their
very presence charged with crackling energy, as they
forge a path of devastation and liberation.
STORMBRINGER
Srdblevel Stormheart feature
Embracing the elemental currents that surround you,
you move with remarkable speed and agility. While you
aren't wearing heavy armor, your natural weapons have
the reach property.
Surana TEMPEST
6th-level Stormheart feature
When you use your Primalshift feature, you can choose
lightning as your damage type. Additionally, when you
unleash your Primordial Eruption, your speed is no
longer halved and until the end of the turn you don’t
provoke opportunity attacks.
Vorraic STRIKE
th level Stormheart feature
‘Surging with primal energy, your strikes crackle with
electrifying power. The first time on each of your turns
that you hit a creature with a natural weapon, you deal
an additional 148 lightning damage.~~
STORMWEAVER’s FLIGHT
15th-level Stormheart feature
Soaring on electric currents, you command the skies as
‘you spark arcing lightning. Until the end of your turn’
‘when you unleash your Primordial Eruption, you gain a
flying speed equal to your walking speed and can hover,
and when you deal lightning damage to a creature,
you can choose another creature within 5 feet of it. That
creature takes lightning damage equal to your
proficiency bonus.
‘UNRESTRAINED FULMINATION
‘18th level Stormheart feature
‘You gain immunity to lightning damage. In addition,
damage you deal ignores resistance to lightning damage
and treats immunity to lightning damage as resistance
to lightning damage,
SUNCALLER
Radiating the brilliance of the sun, Suncallers harness
fiery energy, weaving resilient wards that shield allies
from harm and guide them with unwavering resilience
in the face of adversity.
Fiery Vitaurty
3rd level Suncaller feature
While you aren't wearing heavy armor you can remain
comfortable in high temperatures you don't suffer the
effects of extreme heat, and the first time on each of
‘your turns that you hit a creature with a natural weapon,
you can choose a fricndly creature other than yourself
within 5 fect of you. That creature gains an amount of
temporary hit points equal to your proficiency bonus.
In addition, ifyou have the Sunlight Sensitivity trait,
you are unaffected by it.
WARMTH OF THE PYRE
6th level Suncaller feature
When you use your Primalshift feature, you can choose
fire as your damage type. Additionally, when you
unleash your Primordial Eruption, until the start of your
next turn friendly creatures within its area gain a bonus
to saving throws equal to your Constitution modifier
(with a minimum bonus of +1).
BLAZING STRIKE
th-level Suncaller feature
Your strikes burn with an infernal heat, scorching your
‘enemies. The first time on each of your turns that you.
hit a creature with a natural weapon, you deal an
additional 148 fire damage.
Sorar RESURGENCE
15th-level Suncaller feature
In the wake of your protective energy, your allies find
renewed strength. When you unleash your Primordial
Eruption, until the start of your next turn, friendly
creatures within 10 feet of you gain advantage on their
next attack roll.
‘Sun's EMBRACE
18dr-level Suncaller feature
In your warmth, your allies find strength and restoration
with every heartbeat, You can use your action to envelop
alfriendly creature within 5 feet of you that you can see
in an aura of healing flames. The target regains hit
points equal to two rolls of your Primalshift die at the
start of each of its turns for the next minute, If the
creature drops to 0 hit points, the effect ends early and
it restores hit points equal to five rolls of your
Primalshift die. .‘WINTERWROUGHT
‘You harness the frigid power of winter, commanding icy
forces to slow and weaken your enemies while
unleashing attacks with primal frost. Resilient warriors,
they bring a chill to the battlefield that freezes their foes
in their tracks,
‘Winter's HERALD
Srd-Jevel Winterwrought feature
While you aren't wearing heavy armor you can remain
comfortably warm in low temperatures and ignore the
effects of extreme cold, and whenever you hit a creature
with a natural weapon attack, its speed is reduced by 10
feet until the start of your next turn.
Gracia Riuz
61h-level Winterwrought feature
When you use your Primalshift feature, you can choose
cold as your damage type. Additionally, when you
unleash your Primordial Eruption, each hostile creature
within its area must make a Consitution saving throw
against your Primalshift save DC or take cold damage
equal to one roll of your Primalshift die, or half as much
on a successful save,
Arctic STRIKE
Sth-level Winterwrought feature
Frostbite grips your form, infusing your attacks with
biting cold. The first time on each of your turns that you
hit a creature with a natural weapon, you deal an,
additional 18 cold damage.
HOARFRost
15tt-level Winterwrought feature
Your unleashed power freezes your enemies, slowing
their every step. When you unleash your Primordial
iption, each creature that failed its save also has its
speed reduced by 10 feet.
WINTERWROUGHT RETRIBUTION
18th-level Winterwrought feature
When you are reduced to 0 hit points, you immediately
regain half of your maximum hit points and unleash a
shockwave of frost in a 20-foot radius centered on you,
Each hostile creature in that area must make a
Constitution saving throw against your Primalshift save
DC or take cold damage equal to five rolls of your
Primalshift die on a failed save, or half as much on a
successful one.
‘Once you use this feature, you can’t do so again until
you finish a long restPRIMAISHIFT OPTIONS
‘As a warden, you have access to the following options
for your primalshift
CLAws
Your fingers sharpen and harden, transforming your
hands into branch-like claws, which deals slashing
damage. You must have both hands free to execute claw
exploits.
FRENZY
Exploit (Tactical)
You make a melee attack with each claw against a
exeature you can see within your melee reach,
RaKE
Exploit (Tactical)
‘Sweeping your claws wide,
creatures up to half your proficiency bonus (rounded up)
that you can see within your melee reach. Those
creatures must make a Constitution saving throw or
begin bleeding. A bleeding creature loses hit points
equal to one roll of your Primalshift dic at the start of
cach of its turns, and can repeat this saving throw at the
tend of each of its turns, ending the effect on itself on a
success, This has no effect on undead or constructs,
those a number of
FANGS
Your mouth transforms into a maw of gleaming stone
fangs, that deals piercing damage.
DEMORAIIZE
Exploit (Tactical)
You let out a series of snarls and hisses against a
creature you can see within 10 feet of you that can also
see and hear you. It must succeed on a Wisdom saving
throw or become frightened of you until the start of your
next turn,
Pin
Exploit (Maneuver)
When you hit a creature with this natural weapon, you
can attempt to pin it with your fangs. The creature must
make a Strength saving throw or be grappled by you,
provided itis no more than one size larger than you,
This grapple automatically ends if you use your fangs to
attack a different creature
Gorz
‘Antlers or horns made from petrified wood erupt from
your head, which deals bludgeoning damage.
RAM
Exploit (Maneuver)
When you hit a creature with this natural weapon, you
can atlempt to drive the target back. The creature must
succeed on a Strength saving throw or be pushed up to
10 feet away from you, provided itis no more than one
size larger than you,
Stence
Exploit (Maneuver)
‘When you hit a creature with this natural weapon, if you
moved at least 10 feet in a straight line immediately.
before attacking, you can use your momentum to have it
deal additional damage equal to one roll of your
Primalshitt die.
TaIL
You sprout a tail of vines intertwined with thick roots,
which deals bludgeoning damage.
Pou
Exploit (Maneuver)
‘When you hit a creature with this natural weapon you
can attempt to pull it towards you or around you. The
creature must succeed on a Strength saving throw or be
pulled to an unoccupied space of your choice within
your melee reach.
TuRasn
Exploit (Tactical)
You thrash your tail around you in a wild outburst. Until
the start of your next turn, you have half cover and.
attacks cannot have advantage against you. Ifyou would
already have half cover from an altack or effect, you
instead have three-quarters cover from that attack or
effect.
‘SPINES
‘Thorn-tike spikes erupt from your skin, which deals
piercing damage.
VorrEy
Exploit (Tactical)
Asyou fire a volley of your spines at a creature you can
‘sce within 60 feet of you, make a ranged attack against
it. On a hit, you deal damage equal to one roll of your
Primalshift die + your Strength or Dexterity modifier
(vou choose)
BARRED TRaP
Exploit (Tactical)
You launch your spines into the ground in a S-foot
radius centered on you. Whenever a creature other than
you enters the area or ends its turn there, it must
‘succeed on a Dexterity saving throw or take damage
equal to one roll of your Primalshift dic. The spined
area lasts for 1 minute, or until you either dismiss your
spines or use this exploit again.PRIMEVAL EXPRESSIONS
Primeval expressions are adaptive methods for a
‘warden to utilize their connection to the primordial
realms to interact with the world at large, outside of
battles.
Ifa primeval expression has prerequisites, you must
meet them to learn it. You can learn the expression at
the same time that you mect its prerequisites. A level
prerequisite refers to your level in this class.
GENERAL EXPRESSIONS
‘The following expressions are available to all wardens,
regardless of their chosen realms of power, with
expressions that aren't specific to any one realm.
AVATAR OF THE REALMS
Prerequisite: 18th level
Suifused with primeval energies, you stop aging. You
are immune to any effect that would age you, and you
can’t die from old age.
ELEMENT'S GUIDANCE
Ifyou spend at least 10 minutes entreating the
surrounding elements within a I mile radius, your call
will be heeded. You can choose one of the following.
effects:
‘+ [there is edible forage within range, a breeze will
guide your way to it.
‘+ IFthere is clean drinking water within range, the
sound of trickling water leading you to its source.
‘+ Ifthere is suitable shelter for you and your
companions within range, the earth gently rumbles
in its direction,
‘+ Beseech elemental spirits to bring back wood for a
fire and to set up a campsite in the area using your
supplies. The spirits build the fire in a circle of
stones, put up tents, unroll bedrolls, and put out any
rations and water for consumption,
Once you have used this feature, you can't do so again
until you finish a long rest.
Enpress ENDURANCE
Ifyou would suffer a level of exhaustion, you make a
Constitution saving throw. The DC is equal to 10 + your,
current level of exhaustion + the amount of times you
have used this expression since your last long rest. On a
successful save, you do not suffer exhaustion.
INVOKE THE REALMS: COMMUNE WITH
NATURE
Prequisite: 11th level
Ifyou spend at least 10 minutes entreating the spirits of
the realm, you can cast the commune with nature spell,
‘without expending a spell slot, and you cast it without
any verbal or somatic components.
den | Primeval Expressions
‘Once you use this expression, you can't use it again
for 7 days.
INVOKE THE REALMS: CONTROL WEATHER
Prequisite: 17th level
Ifyou spend at least 1 hour entreating the spirits of the
realm, you can cast the control weather spell, without
expending a spell slot or material components, and you
cast it without any verbal or somatic components.
‘Once you use this expression, you can't use it again
for 7 days.
Invoke THE REALMS: TRANSPORT VIA PLANTS
Prequisite: 11th level
Ifyou spend at least 10 minutes entreating the spirits of
the realm, you can cast the transport via plants spel,
without expending a spell slot, and you cast it without
any verbal or somatic components,
‘Once you use this expression, you can't use it again
for 7 days.
‘NaTuraL ATTUNEMENT
You learn the druideraft cantrip.
‘PRIMAT. CRAGSMAN
Prerequisite: 7th level
You gain a climbing speed equal to your walking speed.
In addition, while you have a Primalshift transformation
active you gain the ability to move up, down, and across
vertical surfaces and upside down along ceilings when
using it to climb.
‘PRIMAL OBSERVATION
You have learned to decipher the traits that are inherent
in your own primalshift. As an action, you can make a
Wisdom (lnsight) check against a creature you can see
within 10 feet of you. The DC equals 10 + half the
creature's challenge rating. On a success, you learn all,
of its damage vulnerabilities, damage resistances, and
damage immunities that are of a damage type you can
‘use with Primalshift
‘SHErTERED By THE ELEMENTS
Prerequisite: 3rd level
You can utilize your knowledge of the wilds and your
attunement to nature to fortify encampments in an effort
for everyone to rest easier. When you make camp and
take a long rest in an area native to your realm of power,
you can make a Wisdom (Survival) check. The DC
equals 8 + the amount of people in your camp. On a
success, anyone who finish a long rest regains an extra
hit die, plus an additional hit die for for every 5 that your
skill check succeeded by.
Each character can regain a total amount of hit dice
up to your proficiency bonus in this way
Wirp DwErteR
You gain proficiency in the Athletics and Intimidation
skills.EaRTHBLOOD EXPRESSIONS
‘The following expressions are available only to the
‘wardens who derive their power from the realm of the
earthblood, with expressions focusing on the endless
earth.
Currisuen By THE EARTH
Prerequisite: 7th level, Realm of the Earthblood
‘The ground itself looks over you and whispers to you in
low rumbles of coming danger. You sense the presence
of any trap within 60 feet of you that is within line of
sight as per the find trap spell, provided that you are in
terrain made of earth or stone.
SEISMIC AWARENESS
Prequisite: Realm of the Earthblood
While in terrain made of earth of stone, you can't he
surprised and you have advantage on Wisdom
(Perception) checks.
Invoke THE EARTH: Pass WiTHOUT TRACE
Prequisite: Sth level, Realm of the Earthblood
Ifyou spend at least 1 minute entreating the spirits of
the earth, you can cast the pass without trace spel,
‘without expending a spel slot or material components,
and you cast it without any verbal or somatic
components.
Once you use this expression, you cannot do o again
until you finish a long rest.
InvoKE THE EARTH: PASSWALL
Prequisite: Ith level, Realm of the Earthblood
Ifyou spend at least I minute entreating the spirits of
the earth, you can cast the passwal spell, without
expending a spell slot or material components, and you
cast it without any verbal or somatic components.
Once you use this expression, you can't use it again
for 7 days.
Invoxe THE EARTH: PRIVATE SANCTIIM
Prequisite: 9th level, Realm of the Earthblood
Ifyou spend at least 1 minute entreating the spirits of
the earth, you can cast the private sanctum spel,
‘without expending a spell slot or material components,
and you cast it without any verbal or somatic
components. You cannot make the spell permanent by
casting it this way.
Once you use this expression, you cannot do so again
until you finish a long rest.
TREMORSENSE
Prerequisite: Realm of the Earthblood
‘Through the attunement to the forces of the earth you
have tremorsense with a range of 15 feet. Within that
range, you can effectively see anything that isn't behind
total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that
range, unless the creature successfully hides from you.
Tremorsense can't be used to detect flying or
incorporeal creatures.
‘Tur Lanp PRovipes
Prerequisite: Realm of the Earthblood
When crafting potions, you can either choose to do so in
half the time, or need raw materials worth one third of
the item's selling cost, instead of half
EARTHEN ATTUNEMENT
Prerequisite: Realm of the Earthblood
You learn the mold earth cantrip,
Quaxinc Foror
Prerequisite: Realm ofthe Earthblood
Your primalshift transformations becomes hardened
akin to steel, You deal double damage to objects and
structures with natural weapons, but when doing so the
resulting noise can be heard up to 300 feet away.
SiGHT OF THE CARVER
Prerequisite: Realm of the Earthblood
You can read all writing.STORMHEART EXPRESSIONS
‘The following expressions are available only to the
wardens who derive their power from the realm of the
stormheart, with expressions focusing on the boundless
skies.
AEROLOQUIST
Prerequisite: Realm of the Stormheart
You can let loose your voice on the winds. As an action,
you can send a brief message of up to 25 words to a
creature within I mile of you. The message is carried on
the wind and delivered to the intended recipient.
Once you use this expression, you become silenced
for 1 hour, and you cannot do so again until you finish a
long rest
BREEZERIDER
Prerequisite: Realm of the Stormheart
While outdoors, you have advantage on Dexterity
(Acrobatics) checks you make, and your jump distance
is doubled.
Curpisnen By Taz StoRM
Prerequisite: 7th level, Realm of the Stormheart
The skies keep watch over your journey and lighten
your steps. When you fall while outdoors, your rate of
den | Primeval Expressions
descent slows to 60 feet per round and you take no
falling damage.
EYES OF THE SKIES
Prerequisite: 4th level, Realm of the Stormheart
While outdoors you can see up to I mile away with no
difficulty, able to discern even fine details as though
looking at something no more than 100 feet away from
you,
INVOKE THE StoRM: ArcaNE EYE
Prequisite: 9th level, Realm of the Storm
you spend at least I minute entreating the spirits of
.e wind, you can cast the arcane eye spell, without
expending a spell slot or material components, and you
it without any verbal or somatic components,
‘Once you use this expression, you cannot do so again
;ntil you finish a long rest.
JOKE THE STORM: CONTROL WINDS
requisite: L1th level, Realm of the Storm
Ifyou spend at least 1 minute entreating the spirits of
the wind, you can cast the control winds spell, without
expending a spell slot, and you cast it without any verbal
‘or somatic components.
‘Once you use this expression, you can't use it again
for 7 days.
InVoKE THE Stor: LeyrraTE
Prequisite: 5th level, Realm of the Storm
Ifyou spend at least 1 minute entreating the spirits of
the wind, you can cast the levitate spell, without
expending a spell slot or material components, and you
cast it without any verbal or somatic components.
‘Once you use this expression, you cannot do so again
until you finish a Jong rest.
AEROFHONIST
Prequisite: Realm of the Stormheart
While using at least one free hand, you can invoke light
winds and breezes to generate melodious vibrations,
and the air itself counts as a musical instrument for you
with which you are proficient.
WINDCHANNELER
Prerequisite: Realm of the Stormheart
You learn the mage hand cantrip. When you cast it, the
spectral hand is invisible.SUNCALLER EXPRESSIONS
‘The following expressions are available only to the
‘wardens who derive their power from the realm of the
suncaller, with expressions focusing on the blistering
Borster THe Srieir
Prerequisite: Realm of the Suncaller
You radiate a soothing warmth to bolster the spirit of
your companions during a short rest. Ifyou or any
friendly creatures regain hit points at the end of the
short rest by spending one or more Hit Dice, each of
those creatures regains an additional amount of hit,
points equal to one roll of your Primalshift di.
Currisuen By Taz SUN
Prerequisite: 7th level, Realm of the Suncaller
‘The sun's heat shrouds you, allowing you to weave
mirages. While in direct sunlight, you can cast disguise
self at will, without expending a spell slot, and you cast,
it without any verbal or somatic components.
‘The DC equals your Primalshift save DC.
InvoKe THE Sun: DayricHT
Prequisite: 7th level, Realm of the S
incaller
you spend at least 1 minute entreating the spirits of
the sun, you can cast the daylight spell, without
expending a spell slot, and you cast it without any verbal
oF somatic components.
Once you use this expression, you cannot do so again
until you finish a long rest.
INVOKE THE SUN: HALLUCINATORY TERRAIN
Prequisite: 9th level, Realm of the Suncaller
Ifyou spend at least 1 hour entreating the spirits of the
‘sun, you can cast the hallucinatory terrain spell, without
expending a spell slot or material components, and you
cast it without any verbal or somatic components. This
spell end when you use this incarnation again. Your
spell save DC for this spell is 8+ your Constitution
modifier + your proficiency bonus.
‘Once you use this expression, you cannot do so again
until you finish a long rest.
LiGHTERINGER
Prerequisite: Realm of the Suncaller
You learn the light cantrp.
PHOTOSYNTHETIC
Prerequisite: Realm of the Suncaller
Nurtured solely the light of the sun, you don't need to
ceat or drink.
Proravorrara
Prerequisite: Realm ofthe Suncaller
While in direct sunlight, you have advantage on
Strength (Athletics) checks you make, and you count as
cone size larger when determining your carrying capacity
and the weight you can push, drag, or lit
Gumine Lice
Prerequisite: Realm ofthe Suncaller
While in direct sunlight, you have advantage on any
Wisdom (Medicine) checks you make.
In addition, when you succeed in stabilizing a
creature using a healers kt, you reduce the time it
remains unconscious by 1 hour for every 5 that your
skill check succeeded by (minimum 1 minute).
SEARING GazE
Prerequisite: 7th level, Realm of the Suncaller
You have darkvision out to a range of 60 feet and can
see through magical illusions within that range.
RapianT Beacon
Prerequisite: Sth level, Realm of the Suncaller
‘When you make a Charisma (Persuasion) check in
direct sunlight, a number of nonhostile creatures of your
choice up to your proficiency bonus that can see and
hear you, must make a Wisdom saving throw against
your Primalshift save DC. On a failed save, a creature
becomes charmed by you for 1 hour, or until you or your
‘companions do anything harmful to it, Ifa creature
succeeds on its saving throw, you can't charm it this
way again for 24 hours.
‘Once you use this expression, you cannot do so again
until you finish a long rest.‘WINTERWROUGHT EXPRESSIONS
‘The following expressions are available only to the
‘wardens who derive their power from the realm of the
‘winterwrought, with expressions focusing on the
unforgiving winter,
ARCTIC INSPIRATION
Prequisite: Realm of the Winterwrought
Your attunement to the Winter bestows upon you brief
flashes of insight. When you finish a long rest, you gain.
a number of insights equal to one roll of your
Primalshift die. When you make an Intelligence or
Wisdom check, you can use one of those insights to gain
a bonus to that roll equal to your Wisdom modifier
(minimum of 1).
AnoTi0 STRIDE
requisite: Realm of the Winterwrought
While in terrain made of ice or snow, you do not leave
tracks and you have advantage on Dexterity (Stealth)
checks, and you ignore difficult terrain created by it.
Currisen By THE WINTER
Prequisite: Zth-level, Realm of the Winterwrought
‘The frozen realm guides you to your most recent home
and hearth. When you take a short or a long rest while
in an arctic region, you can appoint your resting area as
‘a homing beacon. While in that region, you can always:
find the way back to your beacon, as per the find the
path spell. This beacon lasts until you appoint another
area as your beacon, or you leave the arctic region.
‘FROSTWHISPERER
requisite: Realm of the Winterwrought
You learn the message cantrip.
FROZEN VEINS
requisite: Realm of the Winterwrought
Ice crystallizes within your veins, granting you eternal
‘wakefulness. You no longer need to sleep and can't be
A=
forced to sleep by any means. To gain the benefits of a
long rest, you can spend all 8 hours doing light activity,
such as keeping watch.
Invoke THE WINTER: DARKVISION
Prequisite: 5th level, Realm of the Winterwrought
Ifyou spend at least 1 minute entreating the spirits of
winter, you can cast the darkvision spell, without
expending a spell slot or material components, and you
cast it without any verbal or somatic components.
‘Once you use this incarnation, you cannot do so again
until you finish a long rest
Invoke THE Winter: KNOCK.
Prerequisite: Sth level, Realm of the Winterwrought
Ifyou spend at least 1 minute entreating the spirits of
winter while touching a locked object, you can cast the
knock spell, without expending a spell slot, and you cast
it without any verbal components. When you cast the
spell, instead of a knock, the sound of shattering ice
emanates from the target object.
‘Once you use this incarnation, you cannot do so again
until you finish a long rest.
INVOKE THE WINTER: SILENCE
Prequisite: 5th level, Realm of the Winterwrought
Ifyou spend at least 1 minute entreating the spirits of|
winter, you can cast the silence spell, without
‘expendinga spell slot, and you cast it without any verbal
‘or somatic components.
‘Once you use this incarnation, you cannot do so again
until you finish a long rest.
RIMEWEAVER
Prequisite: Realm of the Winterwrought
‘You gain proficiency in the Performance skill. In
addition, a thin veneer of shimmering frost trails from
your fingertips. This frost lingers in the air, mirroring
the tone of your voice and forming delicate patterns.