Warden of the Elements
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.