Table of Contents

Animist

Becoming an animist enables you to commune with the spirits of the land and gain their advice. The spirits awaken all around you as you travel through the wild places. Stones shift, plants sway, natural creatures seem to welcome you.

Level 7 Animist

Attributes: Increase three attributes by 1 each.

Health: +6

Languages: Any one

Traditions:Animism

Spells: One master

Aid of the Nature Spirits (Magical): Spirits aid you constantly. Your reach becomes 5 and when you cast a spell that would originate from you, you can have the spell originate from any point you can reach. You gain the Strider trait, and you can pass through ordinary and magical plants unimpeded. You leave tracks only when you choose and can alter your tracks and those of other creatures to resemble those of different creatures. Neither animals nor plants harm you unless you harm them first.

Level 8 Animist

Health: +6

Spells: One master

Wild Elemental (Magical): You can use an action to invite a nature spirit into a plant, rock, or some other natural feature within 10 yards. The spirit animates the thing it inhabits until the end of your turn, at which point the spirit departs. Target up to five creatures or objects inside a Size 5 space centered on the natural feature you chose. For each target, make a Will roll with 1 boon against its Agility. On a success, the target takes 4d6 damage, falls prone, is moved up to 5 yards across the ground in a direction you choose, and becomes vulnerable until the end of your next turn. Once you use this talent, you lose access to it for 1 minute.

Level 10 Animist

Health: +6

Spells: One master

Nature Merge (Magical): You can use an action to merge your soul with those of the nature spirits that follow you. For 1 hour, you have the following benefits and drawbacks: