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‘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 turn q 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 rest PRIMAISHIFT 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.

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