Man of the Land: Archetypes and Options for Path of the Wilds

Let’s take a look at the final chapter (well, technically the second, but it’s the last one to preview) in Path of the Wilds: archetypes and class options!

New options featured in Path of the Wilds start off by hitting the obvious choices: archetypal nature-based classes including druid, ranger, and shifter are all getting new ways to interact with their environment, alongside some nature-adjacent classes like barbarian and kineticist.

A big focus of the archetypes and options for this book are to provide significant changes to theme and mechanics, rather than the small incremental changes you see in most archetypes. Shifter, for example, will be getting a more magically-inclined variant with the Mystic Shifter. It gets a more flexible wild shape and the ability to cast spells of levels 0-4; great for those that want to focus more on shapeshifting than the druid, but don’t want to fully give up spellcasting. The barbarian’s new animist archetype replaces rage entirely, instead allowing you to summon ancestral totems to support allies: what’s more, the animist will be able to learn multiple “totem” rage power sets to grant to allies, giving them a lot of flexibility in how they buff the group.

Of course, there’s some new options to give elemental and natural powers to other classes, too. The sorcerer, for example, gets the new Elemental Savant archetype. It loses some of its base spells known, but instead gets to swap its “focus” between air, earth, fire, and water magic: each focus gets its own set of spells to choose from that you can cast while you have that focus. The often-overlooked medium class will be getting an entirely new set of six alternate spirits that focus on natural themes. The sage spirit, for example, lets you access druid spells, while the savage spirit grants you natural attacks and limited shapeshifting ability.

The three new classes in the book will also get archetypes of their own to change up their play style. Elementalists can choose to focus more heavily on the combat or magical capabilities of the class with the Aegis Knight and Planar Conduit archetypes, respectively, or specialize in some elemental themes with the Stormcaller and Volcanist archetypes. Invokers that want more flexibility in their spirit choices can take the Wanderer archetype to invoke any spirit for a limited time each day, while invokers that prefer to play solo can choose the Spiritbound archetype to forgo their spirit companion and learn spellcasting on their own. Lastly, the warden can take the Primal Guardian archetype to focus on straight-defensive power over healing and support, or can take the Verdant Ascetic to shed traditional arms and armor in favor of monk-based unarmed combat.

There’s still plenty more not mentioned here, but that’s all we’ll show for now. We’ll leave off with one of our new archetypes for the book: the geomancer, a druid that learns new spells based on her environment. We’ll preview another archetype early next week!



DRUID - GEOMANCER (ARCHETYPE)

While all druids draw their powers from nature, the geomancer’s bond with the land is deeper than that of their brethren. They draw power from the earth beneath their feet, letting the world guide their hand and shape their mystic potential.

Earthen Bond (Ex): At 1st level, the geomancer gains a single favored terrain, as the ranger class feature of the same name. She continues to gain new favored terrains (and increases the bonuses granted by her terrains) at 6th level and every five levels thereafter, as described in the ranger class. If she selects a plane, she can only select the Plane of Air, the Plane of Earth, the Plane of Fire, or the Plane of Water. This ability counts as the favored terrain class feature for the purpose of meeting prerequisites.

This ability replaces nature bond.

Earth Magic: A geomancer gains Earth Magic as a bonus feat at 1st level. This replaces nature sense.

Geomancy: At 1st level, the geomancer learns to channel the power of the land. Each favored terrain she can take has a corresponding cleric domain (and possibly subdomain), as listed below:

  • Cold: Water (ice)

  • Desert: Sun

  • Forest: Animal

  • Jungle: Plant

  • Mountain: Air (wind)

  • Plains: Weather

  • Plane of Air: Air

  • Plane of Earth: Earth

  • Plane of Fire: Fire

  • Plane of Water: Water 

  • Swamp: Plant

  • Underground: Earth (caves)

  • Urban: Travel

  • Water: Water (ocean)

While she is in her favored terrain, she can channel her stored spell energy into the corresponding geomancy spell. She can “lose” a prepared spell to cast any domain spell for her favored terrain of the same level or lower. She does not gain any domain powers from these domains. This replaces spontaneous casting.

Sure-Footed (Ex): Starting at 3rd level, a geomancer ignores natural difficult terrain while in one of her favored terrains. This replaces trackless step (a geomancer still leaves no trail and cannot be tracked in her favored terrains, as described in favored terrain).

Acclimated (Ex): At 4th level, a geomancer gains a +4 bonus on saving throws against natural hazards and weather while in her favored terrains. She also gains the constant benefit of endure elements whether she is in her favored terrain or not. This replaces resist nature’s lure.

Channel Terrain (Sp): Starting at 9th level, a geomancer can cast terrain bond as a spell-like ability once per day. She can also expend a single use of wild shape to cast terrain bond as a spell-like ability. Either method uses her druid level as her caster level for the effect. 

When she uses channel terrain, rather than treating the current terrain as her highest favored terrain (as the normal effect of terrain bond), she can instead gain the current terrain as a temporary favored terrain. The bonuses granted to initiative and skill checks by this temporary terrain are only +2, but it otherwise acts as one of her favored terrains for the duration. This ability replaces venom immunity.

Magic Mysteries (Part 3): Plant Magic

Today is our last spell preview for Path of the Wilds! The spells contained here are focused on manipulation of plants. Plant magic is fairly wide-spread when it comes to utility and control (like the ever-popular goodberry and entangle), but as a whole is seriously lacking in straight offensive power. For Path of the Wilds, we wanted to give players the ability to go all-in on a plant-based spellcaster by giving them ways to use verdant life on the attack. Check out some examples below!

Stay tuned for our updates later this week, where we’ll finally explore the archetypes and class options chapter for Path of the Wilds!


STINGING THORN

School conjuration (creation); Level druid 1, invoker 1, shaman 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect wooden splinter
Duration instantaneous
Saving Throw none; Spell Resistance no

A long sliver of wood flies from your outstretched hand, piercing a single target as a ranged attack. On a hit, the thorn deals 1d6 piercing damage per caster level (max 5d6). A creature struck begins bleeding for 1 point of damage each round. The bleeding can be stopped as normal with a DC 15 Heal check or the application of any effect that restores hit points. At 3rd caster level, the bleed damage increases to 1d4, and at 5th caster level the bleeding increases to 1d6.

SPORE BURST

School conjuration (creation) [acid, poison]; Level druid 3, shaman 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 15-ft.-radius burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance no

A sudden cloud of spores bursts forth from a point you specify within range. Each creature in the area takes 1d8 acid damage per two caster levels (max 5d8) and is sickened for 1d4 rounds. A successful Reflex save halves the damage and negates the sickening effect. The sickening effect is considered a poison effect.

TOXIC BLOOM

School conjuration (creation) [poison]; Level druid 5, shaman 5, witch 5
Casting Time 1 standard action
Components V, S, M (a drop of nectar)
Range close (25 ft. + 5 ft./2 levels)
Effect toxic flower blossom
Duration 1 round/level (D); see text
Saving Throw Fortitude half, partial, negates (see text); Spell Resistance no

The nectar dissolves in your hand as an oversized flower springs forth from the ground nearby. The toxic bloom is considered a small object (roughly 3 feet in height and diameter) and must be conjured in a space sufficient to hold it. It must grow on a surface, but the surface does not have to be conducive to plants: the bloom can grow upon solid stone as easily as it can in rich soil.

The bloom itself is magically hardened, having hardness 8, 40 hit points, and an AC of 5. Fire damage ignores its hardness and deals full damage to it. While the bloom remains, it emits a cloud of noxious vapor in a 15-foot-radius spread around itself, depending on the type of flower conjured. You can choose one of three flower types to create with toxic bloom:

  • Nightshade: The bloom is surrounded by an aura of deadly poison. Creatures that fail their saving throw take 1d3 Constitution damage. A successful save halves the damage (minimum 0).

  • Rafflesia: The bloom emits a disgusting aroma. Any creature that fails its saving throw is nauseated for 1 round. A successful save renders the creature sickened for 1 round instead.

  • Rose: The bloom is sickeningly sweet. Creatures with 8 HD or less that fail their saving throw fall asleep. Creatures with more than 8 HD become drowsy, taking a -5 penalty on perception checks and staggering them for 1 round. A successful save negates the effect for that turn only.

Regardless of form, destroying the toxic bloom ends the spell’s effect, but any already-applied penalties remain. Creatures with the scent ability take a -4 penalty on their saving throws against this spell’s effects. Spells that wither and destroy plant life like defoliate destroy the blossom, ending its effects.

CRUSHING ROOTS

School conjuration (creation); Level druid 7, shaman 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/four caster levels, no two of which are more than 30 feet apart
Duration 1d3+1 rounds
Saving Throw Reflex partial (see text); Spell Resistance no

You conjure massive roots to ensnare and crush your foes. Each creature takes 1d6 bludgeoning damage per caster level (max 15d6), is dazed for 1 round by the constricting plants, then wrapped by the roots, entangling them for 1d3+1 rounds (though they can still move). A successful saving throw halves the damage, negates the dazing effect, and halves the duration of the entanglement. These effects only occur once when the roots are first conjured.

After the initial effects, a creature entangled by the roots must make a Reflex save at the start of its turn each round or take a further 3d6 bludgeoning damage as the plant matter continues to crush it. Succeeding on this Reflex save negates the damage for that round only. An entangled creature can attempt to break free as a standard action by making a Strength or Escape Artist check: the DC of this check is equal to the DC of this spell + 5. If they succeed they escape the roots, ending the spell for that target only.

Magical Mysteries (Part 2): Utility Spells

Today, we continue our preview of new spells in Path of the Wilds. This preview focuses on a handful of utility-focused spells. These magical tricks are meant to supplement your main strategy rather than be the core of it, primarily focusing on hindering enemy options and supporting allies.

Our third set of spell previews will be on Monday!


CLIPPED WINGS

School transmutation; Level druid 2, invoker 2, ranger 2, shaman 2, witch 2
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1 min./level (D)
Saving Throw Fortitude partial; Spell Resistance yes

Your magic brings a creature to the ground. On a failed saving throw, the target loses its flying speed and begins to fall. It falls safely to the ground, similar to when a fly spell ends. The creature is unable to fly for the duration of the spell and takes a penalty to Acrobatics and Fly checks equal to your caster level (max -10). It is still able to leave the ground by non-flying means, such as levitate.

A Fortitude save prevents the creature from losing its fly speed and reduces the Acrobatics and Fly check penalties by half (max -5).

EXPOSE

School transmutation; Level elementalist 3, magus 3, occultist 3, sorcerer/wizard 4, witch 4 
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 1 round/level
Saving Throw Fortitude partial (object); Spell Resistance no

With a wave of your hand, you reduce the target’s defenses. You inflict one penalty chosen from the options below:

  • The target takes a -4 penalty to its AC

  • The target’s Damage Reduction and/or hardness (if any) is reduced by 5.

  • The target’s Spell Resistance is lowered by 5.

  • All energy resistances the target has are reduced by 10. This has no effect on a creature or object with immunity to a damage type.

A successful Fortitude save reduces the duration of the spell to 1 round.

SEEK FOE

School divination; Level ranger 2
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Area cone-shaped emanation
Duration concentration, up to 10 min./level (D)
Saving Throw none; Spell Resistance no

This spell can only be cast if you have a favored enemy. This functions as detect animals or plants, except it detects the presence of creatures whose type matches one of your favored enemies. You can choose to look for all of your favored enemies at once or specify just one favored enemy type to detect.

SYMBIOSIS

School abjuration; Level druid 5, invoker 4, psychic 6, spiritualist 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets you and one willing creature
Duration 10 min./level (D)
Saving Throw none; Spell Resistance yes (harmless)

You form a symbiotic link between yourself and the target, your vital essences intertwined. Symbiosis causes effects that impact the physical well-being of one of you two to affect the other. This has several implications:

Any damage taken by you or the linked creature (including bleed damage) is split evenly between both of you, similar to the effects of shield other but working in both directions. Effects that restore hit points or grant temporary hit points are likewise divided evenly between yourself and the linked creature. If one of you would become fatigued, exhausted, sickened, nauseated, blinded, or deafened, that effect is applied to both of you with the duration split in half where applicable (see below) to a minimum of 1 round. Removing the condition from one of you removes it from the other. Ability score penalties (such as from a ray of enfeeblement), ability damage, and ability drain are similarly split between both of you; penalties are halved and last half as long but affect you both, while permanent damage and drain are simply split evenly. Effects that restore ability damage and drain have their recovery split evenly between the two of you.

An effect that is shared through the link grants no saving throw to the shared creature. For example, if the linked creature is subjected to a ray of sickening and fails its save, you will also be sickened without getting a save. Any effects not mentioned above are not shared through symbiosis. If your or the other creature are immune to an effect that would be shared (such as being immune to fatigue), that effect works at full strength on the non-immune target and is not split to the immune target. Permanent effects, such as failing a save against blindness/deafness, affect both of you for the duration of symbiosis but is removed from whoever was not the original target once this spell ends. Symbiosis ends immediately if you or the other creature are slain. Dispelling or dismissing symbiosis ends the spell for both targets.