Path of the Wilds - Update #4

More updates ahead!

So for the past week I’ve been taking a bit of a breather from Path of the Wilds, so in that time I didn’t get much done. But that’s only because…I finished both the spells and feats chapter the week before! Well, mostly anyway.

The finalized list of spells is a bit different from the original list, but does come out to a full 60 spells. I removed some spells that were intended for high level (like wild growth), and replaced them with some more low-level utility, including a pair of level 0 spells. I still need to review the material/focus components to add in some flavor to a few spells.

The feats chapter is undoubtedly the shortest, with just over 30 feats in total. Several feats are exclusive to the three new classes, such as your typical “Extra” feats or things to improve their class features. This chapter (and Path of the Wilds on the whole, really) could also be called “Let’s make Vital Strike suck less”. There’s a good number of feats that were added to improve its scaling or use. Some simple ones like Bull Charge let you Vital Strike at the end of a charge, where ones like Tempest Strike give you extra debuffs to attach (if you remember the various “strike” feats from the Advanced Class Guide, like Winter Strike, it’s like those). It ended up that Rangers will likely be the best Vital Strike users with this book, with the aforementioned “strike” feats as well as the new Hunter’s Aim feat, which multiplies favored enemy damage by Vital Strike damage.

Both chapters are also formatted for artwork, as well, so I’ll be looking to start getting pieces commissioned soon. Keep an eye out for that in the near future!

I can’t end an update without some content preview, so here’s the shortlist of feats for Path of the Wilds. Next chapter to do is archetypes and class options; I already have plenty of ideas, just need to get writing. Until next time!


Aegis Strike: Arcane Strike is always active during your aegis.
Animal Focus: +1 bonus on save DCs for [animal] spells.
Animal Focus (Greater): +1 bonus on save DCs for [animal] spells.
Beastlord Spell [Metamagic]: Animal spell affects vermin and magical beasts.
Bramble Caster: Plant spells are more effective at bypassing DR.
Bull Charge: Use Vital Strike on a charge, take no AC penalty while charging.
Elemental Strike: Arcane Strike deals acid, cold, electricity, or fire damage.
Energy Focus: +1 bonus on save DCs for one elemental category.
Energy Focus (Greater): +1 bonus on save DCs for one elemental category.
Extra Energy Pool: Max energy pool increases by 4, starting energy by 2.
Extra Remedy: Use remedy two additional times each day.
Extra Secret: Gain a new secret.
Extra Spell Twist: Learn a new spell twist.
Extra Spirit Energy: Increase spirit energy pool by 2.
Ferocious Assault: Reduced penalties when attacking with both manufactured and natural weapons.
Harmonic Spell [Metamagic]: Spell does not harm vegetation or plant creatures
Hunter’s Aim: Increase favored enemy damage bonus when using Vital Strike.
Improved Eldritch Claws: Natural attacks count as cold iron, reduce the effects of magical concealment.
Latent Remedy: Impart a remedy to be triggered when target is injured.
Lunar Strike: Target of your Vital Strike must save or become blinded.
Mystic Empathy: No penalty to use wild empathy with magical beasts, impart a suggestion to creatures you influence.
Plant Focus: +1 bonus to save DCs for [plant] spells.
Plant Focus (Greater): +1 bonus to save DCs for [plant] spells.
Savage Wounds: Bleed damage you inflict is harder to stop.
Skilled Tracker: Track impossible targets, but at a -5 penalty.
Spirit Convocation: Exchange spirit energy for spell slots.
Spotter’s Call: Call out a target with an attack, increasing the damage of your animal companion or allies.
Tamer’s Arcana: Animal spells cast at +2 CL when targeting animals you control.
Tempest Strike: Target of your Vital Strike must save or become staggered.
Venomous Strike: Target of your Vital Strike must save or become sickened.
Verdant Summons: Summoned creatures are immune to paralysis and poison, can move through woodlands unhindered.
Volcanic Spell [Metamagic]: Fire or earth spell conjures lava, burns targets.
Woodland Sage: Add Wisdom modifier to several skill checks.