Deflect | Soak |
Temp HP |
Curr. HP |
Max HP |
---|---|---|---|---|
2 | 2 | 8 |
Body | React | Mind |
---|---|---|
2 Edge | 2 | 2 |
Strength | Dexterity | Aptitude |
---|---|---|
1 | 0 | -1 |
Fortitude | Wits | Will |
1 | 2 | 3 |
Stabilization |
---|
Success Failure |
Bypass target's Soak.
Dwarves have Edge on Body Rolls.
Spells are revealed to Wildshapers through their connection with the primal forces of nature. Their Spellcasting Bonus is Will+Knowledge and use a Wildshaper Foci or Apothecary Pouch as a Foci. They know as many Tier 1 spells as their Wits+Knowledge and two Cantrips. During a Long Rest they can commune with nature and change the spells they know. They have a starting Burn of 6 that resets after a Long Rest.
As a Maneuver a Wildshaper can roll against their Burn to polymorph into one of two Beasts of Challenge 2 or lower that the Wildeshaper knows. Communing with nature as a Downtime action they can change what beasts they can polymorph into. They gain the beast's HP inTemporary HP along with its Strength, Fortitude, and Dexterity bonuses. Their Defenses, Deflect and Soak are derived from these new bonuses. When the Wild Shaped Wildshaper's Temporary HP is reduced to 0 they revert to their natural form and take any additional damage left over from the attack. Wildshaping increases their Burn by 2. The Wildshaper has two shapes they can wildshape into.
Creatures within the bonfire or that move through it that fail their React take 1d6 damage. As a Perk they gain the Burning condition. As a Maneuver the caster can move the bonfire 6 spaces. Increase the die for every Tier the caster is beyond 1st.
A torch sized flame appears in the casters hand that can be used it to light fires. As a Maneuver the caster can fling a flame up to 6 spaces by rolling Spellcasting Roll against the target's Deflect that deals 1d6 damage. As a Perk the target gains the Burning condition. Flinging the flame does not end the spell. Increase the die for every Tier the caster is beyond 1st.
Gain an Edge on Deflect rolls. When cast at a higher Tier, add an additional target for every Tier beyond 1st.
Heal the 1d8+Spellcasting Bonus worth of HP. When cast at a higher Tier, add an additional 1d8 for every Tier beyond 1st.
On a success the target is Restrained until the spells end. Each round the caster re-rolls the attack against targets' Body. Even if a creature frees themselves or moves into the target area it is Difficult Terrain. If cast as a Ritual the Duration becomes 1 day and doesn't require Concentration.