Nature
Embodies the aspects of nature that remind mortals how small they truly are.
Pick Tree
14 picks along the Nature path. Pair them with the general Primal class picks.
Level 2
Natural Conduit
Choosing this locks Nature as your Specialization. Your damaging Nature spells penetrate Nature and Physical Resistance equal to half your Nature level (rounded down, min 1).
Details →Level 3
Treant Calling
Requires: Pick: Natural Conduit
While in nature, you may summon Treants to your aid. Spend ½ Action to awaken a Treant to aid you. If you spend additional ½ Action on the spell, two Treants appear. Treants have TR equal to 1/4 of your level (rounded down) and act on your turn.
Details →Level 4
Requires: Pick: Natural Conduit
Spend 1 Action to channel the raw power of nature, exerting yourself to empower your Nature magic. For the remainder of this round and the next 3 rounds, your spells cost 5 less WP (minimum 5) and deal an additional ½ INT Bonus damage or heal an additional ½ INT Bonus HP. After the effect ends, you gain Strained(4) but automatically lose one stack at the start of your turn after taking Will Damage. You can still roll to reduce stacks.
Details →Level 5
Treant Legion
Requires: Pick: Natural Conduit
For the remainder of combat, each Nature spell you cast also summons a Treant (TR = half your level, rounded down). Treants act on your turn and persist until combat ends or destroyed. No maximum number of Treants.
Details →Level 6
Virulent Clout
Requires: Pick: Natural Conduit
Spend 1 Action to make a Ranged Spell Attack against a target within 30 meters. On hit, the target takes INT Die + Bonus Poison(5) Damage and becomes Virulently Infected until cured. While infected, any damage the target receives increases their Poison stacks by 1. Damage caused by you increases stacks by 3 instead.
Details →Ancient Grove
Requires: Pick: Natural Conduit
When combat ends, you may choose up to four Treants that persist beyond combat. Each costs 10 WP to maintain, reserved from your maximum WP pool until dismissed. Maintained Treants follow standard companion and minion rules outside combat. If you begin a new combat with maintained Treants, they act normally. You may dismiss a maintained Treant as a Free Action, recovering the reserved WP.
Details →Level 7
Diseased Earth
Requires: Pick: Natural Conduit
Nature spells you cast that create Difficult Terrain or restrict movement become toxic. Creatures that start their turn in the affected area or enter it for the first time on their turn must make a RES Save against your INT Check or gain Poison(2). On a success they gain Poison(1).
Details →Verdant Fury
Requires: Pick: Natural Conduit
Your Treants deal additional Nature damage equal to half your level (rounded up) on their attacks.
Details →Level 8
Festering Wounds
Requires: Pick: Natural Conduit
When you apply Poison Rating to an enemy, their Physical and Nature Resistance are also reduced by half your level (rounded down). This effect does not stack and lingers until end of combat.
Details →Level 9
Noxious Outburst
Requires: Pick: Natural Conduit
Choose a Poisoned creature within 30 meters. All Poison stacks are consumed. The target takes Nature damage equal to 5 times the consumed Poison stacks. The Poison and all effects dependent on it (including Festering Wounds resistance reduction) are removed.
Details →Level 10
Requires: Pick: Natural Conduit
All trees and plants within a 30-meter radius centered on a point you choose within 40 meters become sentient for 3 rounds. This includes vegetation created by your spells. Awakened plants uproot and after your turn may move up to 5 meters and attack, grappling enemies and creating Difficult Terrain across the affected area. Enemies must make a STR Save against Difficulty(25) or become Immobilized until they succeed at the start of their next turn.
Details →Creeping Plague
Requires: Pick: Natural Conduit
For 5 rounds, your poison becomes a living contagion. At the end of each Poisoned enemy's turn, their Poison spreads to all enemies within 3 meters that do not currently have Poison Rating, applying half the source's current stacks (rounded down). Newly infected targets trigger Festering Wounds if you have it. Additionally, Poison cannot be cured by any means for the duration.
Details →