Description
Play the Warden of the Elements if you want to embody the natural elements of the wild.
Foundation ⓘ
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 ⓘ
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 ⓘ
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.