Project Istari: Difference between revisions

173 bytes added ,  18:53, 10 May 2023
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''1st Level Warden Feature''<br>
''1st Level Warden Feature''<br>
''fluff.'' Gain 1 of the following Spells.
''fluff.'' Gain 1 of the following Spells.
*'''Nature's Armaments.''' ''Magic. Primal. Spell.'' ''The magic of the wilds never lets you fight empty-handed.'' You can spend 1 Action to summon a Weapon or Shield of your choice in one or two of your empty Hands. This Weapon also gains the Magic Trait. The Item lasts until you dismiss it by spending 1 Action. You can only have a number of these Weapons at once up to your Instinct.
*'''Nature's Armaments.''' ''Magic. Primal. Spell.'' ''The magic of the wilds never lets you fight empty-handed.'' You can spend 1 Action to summon a Weapon or Shield of your choice in one or two of your empty Hands. This Weapon also gains the Magic Trait. The Item lasts until you dismiss it by spending 1 Action. You can only have a number of these Weapons at once up to your Instinct. When you make an Attack with one of these Weapons, you can spend 1 Energy to add a d6 to the Attack, and one of the following Traits of your choice: [Elemental Traits]
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*'''Nature's Mend.''' ''Healing. Magic. Primal. Spell.'' ''You can use primal magic to assist your allies in their recovery.'' You can spend 1 Action to imbue primal healing magic into an Ally within your Reach. They Heal 1d6 HP.
*'''Nature's Mend.''' ''Healing. Magic. Primal. Spell.'' ''You can use primal magic to assist your allies in their recovery.'' You can spend 1 Action to imbue primal healing magic into an Ally within your Reach. They Heal 1d6 HP.
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*'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''The power of the wilds will protect you from harm.'' When you make a Defense Roll, you can spend 1 Reaction to increase your Defense Die by 1 Step for that Roll.
*'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''The power of the wilds will protect you from harm.'' When you make a Defense Roll, you can spend 1 Reaction to increase your Defense Die by 1 Step for that Roll.
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*'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''You can use the wrath of the wilds to harm those who harm you.'' When you suffer a Wound, you can spend 1 Reaction to lash out with nature's magic against the Creature that dealt the Wound to you, dealing 1d4 + Instinct Damage to them.
*'''Nature's Retribution.''' ''Magic. Primal. Spell.'' ''You can use the wrath of the wilds to harm those who harm you.'' When you suffer a Wound, you can spend 1 Reaction to lash out with nature's magic against the Creature that dealt the Wound to you, dealing 1d4 + Instinct Damage to them.
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