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Waterleaf Threshbane

Level 7 Fruit Leshy Dendrologist Druid

Size
Small
Key attribute
Wisdom
Hero points
3 / 3

Exported on 2026-10-28 from Foundry VTT 14.368, pf2e 8.5.0

Attributes

Strength
+4
How
  • +1 Leshy (ancestry)
  • +1 Dendrologist (background)
  • +1 Level 1 boost
  • +1 Level 5 boost
Dexterity
+2
How
  • +1 Level 1 boost
  • +1 Level 5 boost
Constitution
+3
How
  • +1 Leshy (ancestry)
  • +1 Level 1 boost
  • +1 Level 5 boost
Intelligence
+0
How
  • -1 Leshy (flaw)
  • +1 Level 1 boost
Wisdom
+4
How
  • +1 Leshy (ancestry)
  • +1 Dendrologist (background)
  • +1 Druid (key attribute)
  • +1 Level 5 boost
Charisma
+0
How

    Defenses

    Armor ClassT
    24
    10 + DEX 2 + Trained 9 + Wooden Breastplate 3
    • +2 circumstance: Wooden Shield (raised)
    Shield
    +2
    Wooden ShieldHardness 3HP 12/12 (BT 6)
    Hit points
    60 / 85
    Leshy HP 8 + Druid HP × 7 56 + CON × 7 21
    FortitudeE
    +15
    CON 3 + Expert 11 + Mountain Shrine Enlightenment 1
    • +1 status: Poison Resistance
    • +2 circumstance: Anchor
    ReflexE
    +14
    DEX 2 + Expert 11 + Bridge Shrine Enlightenment 1
    • +1 status: Poison Resistance
    • +2 circumstance: Anchor
    WillE
    +16
    WIS 4 + Expert 11 + Garden Shrine Enlightenment 1
    • +1 status: Poison Resistance
    • +2 circumstance: Anchor
    Resistances & immunities
    Poison 3 (Poison Resistance)
    Conditions
    None
    Active effects
    Loaded (Crossbow), Lamp Lighter Boon, Bridge Shrine Enlightenment, Garden Shrine Enlightenment, Mountain Shrine Enlightenment

    Perception, speed & class DC

    PerceptionE
    +15
    WIS 4 + Expert 11
    • +2 item: Spiritsight Ring
    InitiativeE
    +15
    WIS 4 + Expert 11
    • +2 item: Spiritsight Ring
    Speed
    25 ft
    Leshy speed 25
    Class DCT
    23
    10 + WIS 4 + Trained 9
    Senses
    Low Light Vision
    Languages
    Common, Fey

    Skills

    SkillModRankBreakdown
    Acrobatics +9 U
    DEX 2 + Untrained Improvisation 7
    Arcana +7 U
    INT 0 + Untrained Improvisation 7
    Athletics +13 T
    STR 4 + Trained 9 (not stacking: Untrained Improvisation +7)
    Crafting +8 U
    INT 0 + Untrained Improvisation 7 + Effect: Lamp Lighter Boon 1
    Deception +7 U
    CHA 0 + Untrained Improvisation 7
    Diplomacy +9 T
    CHA 0 + Trained 9 (not stacking: Untrained Improvisation +7)
    Intimidation +7 U
    CHA 0 + Untrained Improvisation 7
    Medicine +14 T
    WIS 4 + Trained 9 + Effect: Lamp Lighter Boon 1 (not stacking: Untrained Improvisation +7)
    • +2 circumstance: Risky Surgery
    Nature +15 E
    WIS 4 + Expert 11 (not stacking: Untrained Improvisation +7)
    Occultism +9 T
    INT 0 + Trained 9 (not stacking: Untrained Improvisation +7)
    Performance +7 U
    CHA 0 + Untrained Improvisation 7
    Religion +11 U
    WIS 4 + Untrained Improvisation 7
    Society +8 U
    INT 0 + Untrained Improvisation 7 + Effect: Lamp Lighter Boon 1
    Stealth +11 T
    DEX 2 + Trained 9 (not stacking: Untrained Improvisation +7)
    Survival +17 M
    WIS 4 + Master 13 (not stacking: Untrained Improvisation +7)
    • +1 circumstance: Terrain Expertise (Forest)
    • +1 circumstance: Terrain Expertise (Forest)
    Thievery +9 U
    DEX 2 + Untrained Improvisation 7
    Leshy Lore +9 T
    INT 0 + Trained 9 (not stacking: Untrained Improvisation +7)
    Plane of Wood Lore +9 T
    INT 0 + Trained 9 (not stacking: Untrained Improvisation +7)
    Willowshore Lore +9 T
    INT 0 + Trained 9 (not stacking: Untrained Improvisation +7)

    Strikes

    Melee

    WeaponAttackRankDamageTraits
    Branch of the Great Sugi +5 / +0 / -5 U 2d4+4 slashing DisarmFinesseMagicalNonlethalReachTrip
    Breakdown
    Untrained 0 + STR 4 + Potency rune 1 (not stacking: DEX +2)
    Damage: 2d4 + STR 4
    Fist +13 / +9 / +5 T 1d4+4 bludgeoning AgileFinesseNonlethalUnarmed
    Breakdown
    Trained 9 + STR 4 (not stacking: DEX +2)
    Damage: 1d4 + STR 4

    Ranged

    WeaponAttackRankDamageTraits
    Crossbow120 ft +11 / +6 / +1 T 1d8 piercing
    Breakdown
    Trained 9 + DEX 2
    Damage: 1d8
    Delicate Clay Vial20 ft +3 / -2 / -7 U 2d8 vitality AlchemicalBombConsumableSplashVitality
    Breakdown
    Untrained 0 + DEX 2 + Item bonus 1
    Damage: 2d8

    Weapon proficiencies

    • T Unarmed
    • T Simple
    • U Martial
    • U Advanced

    Armor proficiencies

    • T Unarmored
    • T Light
    • T Medium
    • U Heavy

    Feats & abilities

    LevelAncestry, skill & generalClass
    1
    Heritage
    Fruit LeshyYour body continually produces small fruits imbued with primal magic. At dawn each day, a new fruit ripens. You or an ally can remove this…

    Your body continually produces small fruits imbued with primal magic. At dawn each day, a new fruit ripens. You or an ally can remove this fruit as an Interact action. If a living creature that can derive sustenance from fruit consumes it as an Interact action within the next hour, they regain (ceil(@actor.level/2))d8 vitality,healing Hit Points, plus an additional 1d8 Hit Points for every 2 of your levels beyond 1st. This effect has the healing and vitality traits.

    Look up on Archives of Nethys

    Ancestry ability
    Plant NourishmentYou gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynth…

    You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).

    Look up on Archives of Nethys

    Background
    DendrologistTrees grow in every biome, and your awe at their ability to conquer terrain has inspired deeper study into their workings. There are trees…

    Trees grow in every biome, and your awe at their ability to conquer terrain has inspired deeper study into their workings. There are trees everywhere, and your study of them will inevitably take you ever further afield in search of new varieties, perhaps even to the Plane of Wood itself.

    Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.

    You're trained in the Survival skill and the Plane of Wood Lore skill. You gain the Terrain Expertise skill feat for forests.

    Look up on Archives of Nethys

    Background skill feat
    Terrain Expertise (Forest)Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to S…

    Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

    Special You can select this feat more than once, choosing a different type of terrain each time.

    Look up on Archives of Nethys

    Ancestry feat
    Leshy LoreYou deeply understand your people's cultural traditions and innate strengths. You gain the trained proficiency rank in Nature and Stealth.…

    You deeply understand your people's cultural traditions and innate strengths. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

    You also gain the Additional Lore general feat for Leshy Lore.

    Look up on Archives of Nethys

    Attribute boostsSTR, DEX, CON, INT
    Class feature
    Druidic OrderUpon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additiona…

    Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.

    Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.

    Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points.

    Order Skill You become trained in the listed skill. If you're already trained in that skill, you become trained in a different skill of your choice.

    Druid Feat You gain this 1st-level druid feat.

    Order Spell You automatically gain the listed order spell at 1st level.

    Anathema Add this anathema to those for all druids.

    Animal Order

    Flame Order

    Leaf Order

    Stone Order

    Storm Order

    Untamed Order

    Wave Order

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    Class feature
    Shield BlockYou gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

    You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

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    Class feature
    Voice of NatureYou gain your choice of the Animal Empathy or Plant Empathy druid feat.

    You gain your choice of the Animal Empathy or Plant Empathy druid feat.

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    Class feature
    Anathema (Druid)As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abil…

    As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an Atone ritual. The following acts are anathema to all druids.

    Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids.

    Your choice of druidic order adds further anathema, as detailed in the order's entry.

    Look up on Archives of Nethys

    Class feature
    Druid SpellcastingThe power of the wild world flows through you. You are a spellcaster and can cast spells of the primal tradition using the Cast a Spell act…

    The power of the wild world flows through you. You are a spellcaster and can cast spells of the primal tradition using the Cast a Spell activity. As a druid, your spellcasting incantations might be pleas to the environment around you or the invocation of ancient vows; your hands might sway like willows or curl into clawlike shapes as your gestures direct your magic. At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the primal spell list, or from other primal spells to which you gain access and learn via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.

    As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Druid Spells per Day table.

    Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier.

    Heightening Spells

    When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.

    Cantrips

    Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of druid spell slot you have. For example, as a 1st-level druid, your cantrips are 1st-rank spells, and a 5th-level druid's are 3rd rank.

    Look up on Archives of Nethys

    Class feature
    WildsongYou know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The W…

    You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema.

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    2
    Skill feat
    Risky SurgeryYour surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 s…

    Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds.

    If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

    Look up on Archives of Nethys

    Class feat
    Poison ResistanceAlchemist Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. Druid Your affinity for the natural wor…

    Alchemist Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.

    Druid Your affinity for the natural world grants you protection against some of its dangers.

    You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

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    3
    General feat
    Untrained ImprovisationYou've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to your le…

    You've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to your level –2. This improves to your level –1 at 5th level and your full level at 7th level. This doesn't allow you to use the skill's trained actions.

    Look up on Archives of Nethys

    Class feature
    Perception ExpertiseYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.

    You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

    Look up on Archives of Nethys

    Class feature
    Fortitude ExpertiseAnimist Spiritual energy reinforces your body, making you more resilient. Your proficiency rank for Fortitude saves increases to expert. Ba…

    Animist Spiritual energy reinforces your body, making you more resilient. Your proficiency rank for Fortitude saves increases to expert.

    Bard, Investigator, Swashbuckler Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert.

    Druid Adventures have made your physique more hardy. Your proficiency rank for Fortitude saves increases to expert.

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    4
    Skill feat
    That's Not Natural!Your mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren't part of the natur…

    Your mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren't part of the natural order. You gain a +1 circumstance bonus to all initiative checks made at the start of a battle in which at least one of your enemies is an aberration, fey, mutant, or undead, or if one of your enemies is from a plane other than the Material Plane, as long as the battle takes place in a wilderness region. In wilderness regions, you also increase your Perception DC by 1 against these types of creatures for the purposes of resolving their Stealth checks. If you're master in Survival, this circumstance bonus increases to +2.

    If you know the Commune ritual, you can use Survival as a primary or secondary check to resolve that ritual-if you do so, you gain a +2 circumstance bonus.

    Look up on Archives of Nethys

    Class feat
    Leshy Familiar SecretsThe leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day,…

    The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one ability from this feat at a time.

    • Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.

    • Purify Air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. Creatures within a emanation|distance:15 of the leshy gain a +2 circumstance bonus to their saving throws against inhaled poison effects, olfactory effects, or other effects that rely on breathing (such as toxic cloud), at the GM's discretion.

    • Verdant Burst When your familiar dies, it releases its primal energy to cast the 3-action version of Heal, heightened to a rank 1 lower than your highest-rank spell slot. The heal spell gains a status bonus equal to twice the spell's rank to the Hit Points it restores to plants. You must be able to cast 2nd-rank spells using spell slots to select this familiar ability.

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    5
    Ancestry feat
    Anchoring RootsSmall roots sprout from your feet, steadying you as you move. You gain the Steady Balance skill feat, even if you aren't trained in Acrobat…

    Small roots sprout from your feet, steadying you as you move. You gain the Steady Balance skill feat, even if you aren't trained in Acrobatics, and you can use the Anchor action.

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    Attribute boostsSTR, DEX, CON, WIS
    Class feature
    Reflex ExpertiseYou've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

    You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

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    6
    Skill feat
    Continual RecoveryYou zealously monitor a patient's progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 m…

    You zealously monitor a patient's progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

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    Class feat
    Grown of OakYou can make your skin take on the woody endurance of an ancient tree and have your familiar follow suit. You can cast Oaken Resilience at…

    You can make your skin take on the woody endurance of an ancient tree and have your familiar follow suit. You can cast Oaken Resilience at will as an innate primal spell with a spell rank one lower than the highest rank of spells you can cast. This spell targets you, as well as your leshy familiar if it's within 30 feet of you.

    Look up on Archives of Nethys

    7
    General feat
    Environmental GuideYou can rapidly adapt to climates and help others do the same. After an hour in an environment, you and up to five allies can treat the nat…

    You can rapidly adapt to climates and help others do the same. After an hour in an environment, you and up to five allies can treat the natural temperature effects of an environment as one step less severe (treat extreme cold as severe cold or extreme heat as severe heat, for instance). This reduction in severity is cumulative with any equipment (such as cold-weather gear) or spells (such as environmental endurance). If you're legendary in Survival, you may protect yourself and up to five allies, and you treat temperature effects as two steps less severe.

    Look up on Archives of Nethys

    Class feature
    Expert SpellcasterAnimist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert…

    Animist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

    Bard Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.

    Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

    Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.

    Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

    Psychic Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.

    Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to expert.

    Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for spell attack modifier and spell DC for spells of your eidolon's tradition increase to expert.

    Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

    Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

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    8
    Skill feat
    Class feat
    9
    Ancestry feat
    10
    Skill feat
    Attribute boosts
    Class feat
    11
    General feat
    12
    Skill feat
    Class feat
    13
    Ancestry feat
    14
    Skill feat
    Class feat
    15
    General feat
    Attribute boosts
    16
    Skill feat
    Class feat
    17
    Ancestry feat
    18
    Skill feat
    Class feat
    19
    General feat
    20
    Skill feat
    Attribute boosts
    Class feat

    Bonus & granted feats

    • Terrain Expertise (Forest)Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to S…

      Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

      Special You can select this feat more than once, choosing a different type of terrain each time.

      Look up on Archives of Nethys

    • Leaf Orderfrom Druidic OrderYou revere the bounty of nature, acting as both a gardener and warden for the wilderness. With your leshy familiar at your side, you help a…

      You revere the bounty of nature, acting as both a gardener and warden for the wilderness. With your leshy familiar at your side, you help areas regrow after disasters or negligent expansion and turn flora against those who would abuse them.

      Order Skill Diplomacy

      Druid Feat Leshy Familiar

      Order Spell Cornucopia

      Anathema Commit wanton cruelty to plants or fungi or kill them unnecessarily. (This doesn't prevent you from defending yourself or harvesting them for survival.)

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    • Leshy Familiarfrom Leaf OrderYou call a minor spirit of nature into a plant body, creating a leshy companion to aid you in your spellcasting. You gain a familiar, which…

      You call a minor spirit of nature into a plant body, creating a leshy companion to aid you in your spellcasting. You gain a familiar, which has your choice of either the plant or fungus familiar ability; this doesn't count against your usual limit of familiar abilities (typically 2). The spirit you call has a more tenuous connection to its plant body than fully independent leshies, so it is Tiny in size like other familiars.

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    • Petfrom Leshy FamiliarYou have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions duri…

      You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don't need to attempt a Nature check. A pet can't make Strikes.

      Level Your pet's level is equal to yours.

      Modifiers and AC Your pet's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn't have or use its own attribute modifiers and can never benefit from item bonuses.

      Hit Points Your pet has 5 Hit Points per level.

      Senses Your pet has low-light vision and can gain additional senses from pet abilities.

      Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.

      Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can't be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities to the pet abilities you can choose.

      • Amphibious It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed.

      • Burrower It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.

      • Climber It gains a climb Speed of 25 feet.

      • Darkvision It gains darkvision.

      • Echolocation Your pet can use hearing as a precise sense within 20 feet.

      • Fast Movement Increase one of the pet's Speeds from 25 feet to 40 feet.

      • Flier It gains a fly Speed of 25 feet.

      • Manual Dexterity It can use up to two of its limbs as if they were hands to perform manipulate actions.

      • Scent Your pet can use scent as an imprecise sense within 30 feet

      • Tough Your pet's max HP increase by 2 per level.

      Special You can gain a new pet by retraining this feat, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat.

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    • Shield Blockfrom Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap you…

      Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.

      You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

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    • Plant Empathyfrom Voice of NatureYou have a connection to flora that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers f…

      You have a connection to flora that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus.

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    • Additional Lorefrom Leshy LoreYour knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th leve…

      Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

      Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

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    • Seasonal FeatOnce per season (summer, fall, winter, or spring—thus, once per adventure during Season of Ghosts), gain a +4 status bonus to a check attem…

      Once per season (summer, fall, winter, or spring—thus, once per adventure during Season of Ghosts), gain a +4 status bonus to a check attempted to resolve any downtime activity; you can choose to apply this bonus after you roll the check.

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    • Steady Balancefrom Anchoring RootsYou can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical succ…

      You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You're not Off-Guard while attempting to Balance on narrow surfaces and uneven ground.

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    Inventory

    Bulk carried
    7; 9L
    Encumbered above
    9
    Maximum
    14
    PP
    0
    GP
    2
    SP
    16
    CP
    9
    • Wooden ShieldWorn · 1 BulkThough they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. Wh…

      Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.

      HardnessHPBT

      3126

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    • CrossbowWorn · 1 BulkThis ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in…

      This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.

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    • Wooden BreastplateWorn · 2 BulkA suit of carved and tempered wood, a wooden breastplate resembles a metal breastplate in shape and function. Such suits can be carved from…

      A suit of carved and tempered wood, a wooden breastplate resembles a metal breastplate in shape and function. Such suits can be carved from large pieces of wood, but they most often come from wood coaxed magically from special trees, whether by druids, elves, fey, or plant creatures such as arboreals or leshys.

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    • ChalkWorn · — Bulk
    • Bolts ×17Worn · 1; 7L BulkShorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.

      Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.

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    • Healing Potion (Minor) ×2Worn · 2L BulkActivate A (manipulate) A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapi…

      Activate A (manipulate)

      A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain 1d8[healing]{1d8 Hit Points}.

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    • RopeWorn · L Bulk50 feet of rope.
    • FlayleafWorn · L BulkThe flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it's sourced from pla…

      The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it's sourced from plants specifically grown to produce such effects.

      Activate A Interact (Ingested, Inhaled)

      Saving Throw DC 12 Fortitude

      Onset 10 minutes

      Maximum Duration 4 hours

      Stage 1 +1 item bonus to saving throws against mental effects (1 hour)

      Stage 2 Fatigued and +1 item bonus to saving throws against mental effects (1 hour)

      Stage 3 fatigued and Stupefied 1 (1 hour)

      Stage 4 fatigued, Frightened 2, Stupefied 2 (1 hour)

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    • Formulated SunlightWorn · L BulkA leshy can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight.

      A leshy can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight.

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    • Wand of Heal (Rank 1)Worn · L BulkHeal This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cast a Spe…

      Heal

      This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.

      Activate Cast a Spell

      Frequency once per day, plus overcharge

      Effect You Cast the Spell at the indicated rank.

      Craft Requirements Supply a casting of the spell at the listed rank.

      Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

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    • Delicate Clay VialWorn · L BulkFunctions as a moderate Ghost Charge Usage held in 1 hand Activate A Strike These spring-loaded metal canisters contain a mixture of chemic…

      Functions as a moderate Ghost Charge

      Usage held in 1 hand

      Activate A Strike

      These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures.

      A ghost charge gives a +1 item bonus to attack rolls, deals 2d8 positive damage and 2 positive splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. A primary target that takes damage from a ghost charge becomes Enfeebled 1 until the start of your next turn.

      Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead.

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    • Bright Blue OrchidWorn · L BulkFunctions as Healing Vapor (Lesser) Activate 3 Interact Healing vapor is a substance that accelerates natural recovery processes by dispers…

      Functions as Healing Vapor (Lesser)

      Activate 3 Interact

      Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a type:burst|distance:5, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains 1 Hit Point every 2 minutes. While affected, a creature also gains a +1 item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.

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    • Silver and Oak Incense BurnerWorn · L BulkA cunningly crafted silver and oak incense burner that shields the incense within from being extinguished by wind and rain. This incense bu…

      A cunningly crafted silver and oak incense burner that shields the incense within from being extinguished by wind and rain. This incense burner is worth 50 gp and is shaped like a dragon’s head, so that the smoke wafts from its nostrils.

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    • Fine Lavender Incense Cone ×3Worn · — Bulk
    • Branch of the Great SugiHeld · 1 BulkThis long, flexible, and limber branch branch is alive, despite no longer being part of the Tan Sugi. The branch is a +1 striking whip , bu…

      This long, flexible, and limber branch branch is alive, despite no longer being part of the Tan Sugi. The branch is a +1 striking whip, but its shape can be changed to any other one-handed melee weapon as if it had the Shifting rune. When used to Strike, the branch fills the air surrounding the point of impact with the pleasant scent of freshly cut cedar and a sprinkling of fallen leaves on the ground.

      Activate – From the Ashes T (concentrate, manipulate, wood)

      Frequency once per day

      Effect You place the branch of the great sugi on the corpse of an undead or fiend within your reach, then cause the branch to suddenly grow into a sugi tree, up to 25 feet tall with a 2-foot-wide trunk. As it grows, it emits a pulse of soothing energy, restoring (3d8+8)[healing] Hit Points to all creatures in a type:emanation|distance:15. Any undead or fiends that can see the tree are Frightened 1, and can't reduce their Frightened value below 1.

      A character can Climb the tree with a successful DC 10 Athletics check, and its branches effortlessly support the weight of any Medium or smaller creature.

      The sugi tree reverts to its weapon form after 1 hour unless you transform it back before then.

      Activate F (manipulate)

      You transform the branch of the great sugi from its tree form back into its weapon form.

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    • Warding TabletsWorn · L BulkThis grimoire takes the form of a series of baked clay tablets. Any text inked upon it turns swiftly into carved depressions. Activate 1 en…

      This grimoire takes the form of a series of baked clay tablets. Any text inked upon it turns swiftly into carved depressions.

      Activate 1 envision (metamagic)

      Frequency once per day

      Effect If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect. Your spell attempts to counteract a harmful spell effect of your choice on the target. This isn't without risks, however. If your attempt fails to remove the harmful effect, the warding energy is consumed by the unyielding malediction, and you lose the abjuration spell's normal effects.

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    • Spiritsight RingWorn, invested · — BulkThe opal set in this intricately carved ivory ring eventually becomes translucent and tickles your finger whenever an incorporeal creature…

      The opal set in this intricately carved ivory ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is nearby. When in the presence of a nearby incorporeal creature, even if it's within a solid object, you eventually detect the creature, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. An incorporeal creature trying to hide its presence from this sense attempts a Stealth check against your Perception DC to hide from your vague sense, as normal for attempting to foil special senses. You gain a +2 item bonus when using the Seek action to find Hidden or Undetected incorporeal creatures within 30 feet of you.

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    • Scroll of Life's Fresh Bloom (Rank 4)Worn · L BulkLife's Fresh Bloom Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity usi…

      Life's Fresh Bloom

      Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

      To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

      Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

      Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

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    • Scroll of Sacred Nimbus (Rank 4)Worn · L BulkSacred Nimbus Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using th…

      Sacred Nimbus

      Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

      To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

      Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

      Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

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    Actions & reactions

    Actions and activities

    • Anchor◆LeshyRequirements You're on a solid surface Effect You send your roots into or across the ground, making it harder for you to stumble. Until you…

      Requirements You're on a solid surface

      Effect You send your roots into or across the ground, making it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you (or a +4 circumstance bonus if you're a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you Prone. If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing loose the roots.

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    • ScoutConcentrateExplorationYou scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your part…

      You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.

      Effect: Scout

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    • HustleExplorationMoveYou strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier ×…

      You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.

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    Free actions and reactions

    • Shield Block⤾GeneralTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap you…

      Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.

      You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

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    • That's Not Natural!⤾GeneralSkillYour mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren't part of the natur…

      Your mastery at surviving in the wild has given you a sort of sixth-sense when it comes to noticing creatures that aren't part of the natural order. You gain a +1 circumstance bonus to all initiative checks made at the start of a battle in which at least one of your enemies is an aberration, fey, mutant, or undead, or if one of your enemies is from a plane other than the Material Plane, as long as the battle takes place in a wilderness region. In wilderness regions, you also increase your Perception DC by 1 against these types of creatures for the purposes of resolving their Stealth checks. If you're master in Survival, this circumstance bonus increases to +2.

      If you know the Commune ritual, you can use Survival as a primary or secondary check to resolve that ritual-if you do so, you gain a +2 circumstance bonus.

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    Spells

    Primal Prepared Spells

    Primal · Prepared · WIS · uses Druid class DC

    Spell attackT
    +13
    WIS 4 + Trained 9
    Spell DCT
    23
    10 + WIS 4 + Trained 9

    Cantrips 5 prepared / 5 slots

    • Guidance◆CantripConcentrateYou ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw…

      You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

      Spell Effect: Guidance

      Effect: Guidance Immunity

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    • Healing Plaster◆CantripEarthManipulateYou purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used i…

      You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.

      Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.

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    • Read Aura1 minuteCantripConcentrateDetectionManipulateYou focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is ma…

      You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.

      Heightened (3rd) You can target up to 10 objects.

      Heightened (6th) You can target any number of objects.

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    • Slashing Gust◆◆CantripAirAttackConcentrateManipulateYou slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free,…

      You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.

      Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes (@item.level)d4[bleed] damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.

      Critical Success The target takes double damage and 1d4 persistent bleed damage.

      Success The target takes full damage.

      Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.

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    • Take Root◆CantripManipulatePlantWoodRoots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creat…

      Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance bonus to their Fortitude DC against attempts to Shove them and a +1 circumstance bonus to their Reflex DC against attempts to Disarm or Trip them. This bonus also applies to saving throws against spells or effects that would attempt to remove a held item from their grasp.

      Spell Effect: Take Root

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    Rank 1 3 prepared / 3 slots

    • Flourishing Flora◆◆Rank 1ConcentrateManipulatePlantWoodPlants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant y…

      Plants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.

      • Cacti Piercing damage, and (@item.level) bleed damage on a critical failure.

      • Flowers Poison damage, and Dazzled for 2 rounds on a critical failure.

      • Fruits Bludgeoning damage, and Clumsy 1 for 2 rounds on a critical failure.

      • Roots Bludgeoning damage, and the affected creatures fall Prone on a critical failure.

      Heightened (+1) The damage increases by 1d4, and the persistent bleed damage from cacti increases by 1.

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    • Heal◆–◆◆◆Rank 1HealingManipulateVitalityYou channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. I…

      You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

      1 The spell has a range of touch.

      2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.

      3 (concentrate) You disperse vital energy in a type:emanation|distance:30. This targets all living and undead creatures in the burst.

      Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

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    • Horizon Thunder Sphere2 to 2 roundsRank 1AttackConcentrateElectricityManipulateYou gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thun…

      You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is Dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.

      2 This spell has a range of 30 feet.

      3 This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.

      Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing (@item.rank*2)d6 electricity damage to all other creatures in a type:emanation|distance:10 around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing (@item.rank) electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.

      Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.

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    Rank 2 3 prepared / 3 slots

    • Exploding Earth◆◆Rank 2AttackConcentrateEarthManipulateYou throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the…

      You throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the target's AC. If you hit, you deal 4d6 bludgeoning damage plus 1d6 bludgeoning splash damage. On a critical hit, double the initial damage, but not the splash damage, and the target you hit must succeed at a Fortitude saving throw or fall Prone.

      Heightened (+2) The damage increases by 2d6, and the splash damage increases by 1d6.

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    • Horizon Thunder Sphere2 to 2 roundsRank 2AttackConcentrateElectricityManipulateYou gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thun…

      You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is Dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.

      2 This spell has a range of 30 feet.

      3 This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.

      Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing (@item.rank*2)d6 electricity damage to all other creatures in a type:emanation|distance:10 around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing (@item.rank) electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.

      Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.

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    • Heal◆–◆◆◆Rank 2HealingManipulateVitalityYou channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. I…

      You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

      1 The spell has a range of touch.

      2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.

      3 (concentrate) You disperse vital energy in a type:emanation|distance:30. This targets all living and undead creatures in the burst.

      Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

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    Rank 3 3 prepared / 3 slots

    • Cleanse Affliction◆◆Rank 3ConcentrateHealingManipulateGentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse,…

      Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it's completely cured. Although the reduction can't occur again, heightened versions of this spell attempt to counteract with each casting.

      Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.

      Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.

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    • Moonlight Ray◆◆Rank 3AttackColdConcentrateHolyLightManipulateYou unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target has the unholy trai…

      You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target has the unholy trait, you deal an extra 5d6 spirit damage.

      Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like.

      Critical Success The target takes double cold damage, as well as double spirit damage if a fiend or undead.

      Success The target takes full damage.

      If the light passes through an area of magical darkness or targets a creature affected by magical darkness, moonlight ray attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.

      Heightened (+1) The cold damage increases by 2d6, and the spirit damage against fiends and undead increases by 2d6.

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    • Heal◆–◆◆◆Rank 3HealingManipulateVitalityYou channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. I…

      You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

      1 The spell has a range of touch.

      2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.

      3 (concentrate) You disperse vital energy in a type:emanation|distance:30. This targets all living and undead creatures in the burst.

      Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

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    Rank 4 2 prepared / 2 slots

    • Cloak of Light◆◆Rank 4ConcentrateHealingLightManipulateVitalityYou surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim lig…

      You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. Living creatures that begin their turn adjacent to you recover 4d6 Hit Points. Undead creatures that begin their turn adjacent to you take 4d6 vitality damage (basic Fortitude save).

      Heightened (+2) The healing increases by 2d6, and the damage to undead increases by 2d6.

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    • Elemental Gift◆◆Rank 4ConcentrateManipulateAn elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibil…

      An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element.

      • Air The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus.

      • Earth While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it Prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement.

      • Fire The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit.

      • Metal The target's Strikes using a metal weapon or an unarmed attack deal an additional 1d4 electricity damage on a hit and get a +1 status bonus to the attack roll if the target is made of metal or wearing metal armor.

      • Water The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.

      • Wood The target gains a number of temporary Hit Points equal to the spell's rank, then gains half that number of temporary HP at the start of each of its turns.

      Spell Effect: Elemental Gift

      Heightened (8th) You can target up to 5 willing creatures.

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    All 17 spells in this entry
    • Healing Plaster◆CantripEarthManipulateYou purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used i…

      You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.

      Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.

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    • Slashing Gust◆◆CantripAirAttackConcentrateManipulateYou slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free,…

      You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.

      Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes (@item.level)d4[bleed] damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.

      Critical Success The target takes double damage and 1d4 persistent bleed damage.

      Success The target takes full damage.

      Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.

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    • Guidance◆CantripConcentrateYou ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw…

      You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

      Spell Effect: Guidance

      Effect: Guidance Immunity

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    • Read Aura1 minuteCantripConcentrateDetectionManipulateYou focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is ma…

      You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.

      Heightened (3rd) You can target up to 10 objects.

      Heightened (6th) You can target any number of objects.

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    • Take Root◆CantripManipulatePlantWoodRoots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creat…

      Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance bonus to their Fortitude DC against attempts to Shove them and a +1 circumstance bonus to their Reflex DC against attempts to Disarm or Trip them. This bonus also applies to saving throws against spells or effects that would attempt to remove a held item from their grasp.

      Spell Effect: Take Root

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    • Clear Mind◆◆Rank 2ConcentrateHealingManipulateMentalYou drive mental contamination from the target's mind. Attempt to counteract an effect of your choice imposing one of these conditions on t…

      You drive mental contamination from the target's mind. Attempt to counteract an effect of your choice imposing one of these conditions on the target: Fleeing, Frightened, and Stupefied. If you failed to counteract the effect but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed. This spell can't counteract or suppress conditions that are part of curses, diseases, or a natural state of the target.

      Heightened (4th) Add Confused, Controlled, and Slowed to the list of conditions.

      Heightened (6th) Add Doomed to the list of conditions.

      Heightened (8th) Add Stunned to the list of conditions.

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    • Horizon Thunder Sphere2 to 2 roundsRank 1AttackConcentrateElectricityManipulateYou gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thun…

      You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is Dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.

      2 This spell has a range of 30 feet.

      3 This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.

      Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing (@item.rank*2)d6 electricity damage to all other creatures in a type:emanation|distance:10 around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing (@item.rank) electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.

      Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.

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    • Flourishing Flora◆◆Rank 1ConcentrateManipulatePlantWoodPlants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant y…

      Plants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.

      • Cacti Piercing damage, and (@item.level) bleed damage on a critical failure.

      • Flowers Poison damage, and Dazzled for 2 rounds on a critical failure.

      • Fruits Bludgeoning damage, and Clumsy 1 for 2 rounds on a critical failure.

      • Roots Bludgeoning damage, and the affected creatures fall Prone on a critical failure.

      Heightened (+1) The damage increases by 1d4, and the persistent bleed damage from cacti increases by 1.

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    • Heal◆–◆◆◆Rank 1HealingManipulateVitalityYou channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. I…

      You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

      1 The spell has a range of touch.

      2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.

      3 (concentrate) You disperse vital energy in a type:emanation|distance:30. This targets all living and undead creatures in the burst.

      Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

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    • Invisibility◆◆Rank 2IllusionManipulateSubtleIllusions bend light around the target, rendering it Invisible. This makes it Undetected to all creatures, though the creatures can attempt…

      Illusions bend light around the target, rendering it Invisible. This makes it Undetected to all creatures, though the creatures can attempt to find the target, making it Hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.

      Heightened (4th) The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.

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    • Exploding Earth◆◆Rank 2AttackConcentrateEarthManipulateYou throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the…

      You throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the target's AC. If you hit, you deal 4d6 bludgeoning damage plus 1d6 bludgeoning splash damage. On a critical hit, double the initial damage, but not the splash damage, and the target you hit must succeed at a Fortitude saving throw or fall Prone.

      Heightened (+2) The damage increases by 2d6, and the splash damage increases by 1d6.

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    • Moonlight Ray◆◆Rank 3AttackColdConcentrateHolyLightManipulateYou unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target has the unholy trai…

      You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target has the unholy trait, you deal an extra 5d6 spirit damage.

      Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like.

      Critical Success The target takes double cold damage, as well as double spirit damage if a fiend or undead.

      Success The target takes full damage.

      If the light passes through an area of magical darkness or targets a creature affected by magical darkness, moonlight ray attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.

      Heightened (+1) The cold damage increases by 2d6, and the spirit damage against fiends and undead increases by 2d6.

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    • Soothing Blossoms◆◆Rank 3ConcentrateManipulatePlantWoodBlossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area roll…

      Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a poison or disease effect, it gets a critical success instead. The blossoms grant assisted recovery to everyone in the area to end their persistent damage, both when the spell is cast and at the start of each of your turns. Once the duration ends, the flowers lose their magical effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less.

      Spell Effect: Soothing Blossoms

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    • Cleanse Affliction◆◆Rank 2ConcentrateHealingManipulateGentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse,…

      Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it's completely cured. Although the reduction can't occur again, heightened versions of this spell attempt to counteract with each casting.

      Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.

      Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.

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    • Earthbind◆◆Rank 3ConcentrateEarthManipulateUsing the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safel…

      Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage.

      Critical Success The target is unaffected.

      Success The target falls safely up to 120 feet.

      Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.

      Critical Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.

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    • Cloak of Light◆◆Rank 4ConcentrateHealingLightManipulateVitalityYou surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim lig…

      You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. Living creatures that begin their turn adjacent to you recover 4d6 Hit Points. Undead creatures that begin their turn adjacent to you take 4d6 vitality damage (basic Fortitude save).

      Heightened (+2) The healing increases by 2d6, and the damage to undead increases by 2d6.

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    • Elemental Gift◆◆Rank 4ConcentrateManipulateAn elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibil…

      An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element.

      • Air The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus.

      • Earth While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it Prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement.

      • Fire The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit.

      • Metal The target's Strikes using a metal weapon or an unarmed attack deal an additional 1d4 electricity damage on a hit and get a +1 status bonus to the attack roll if the target is made of metal or wearing metal armor.

      • Water The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.

      • Wood The target gains a number of temporary Hit Points equal to the spell's rank, then gains half that number of temporary HP at the start of each of its turns.

      Spell Effect: Elemental Gift

      Heightened (8th) You can target up to 5 willing creatures.

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    Primal Focus Spells

    Primal · Focus · WIS · uses Druid class DC

    Spell attackT
    +13
    WIS 4 + Trained 9
    Spell DCT
    23
    10 + WIS 4 + Trained 9

    Focus points: 1

    • Cornucopia◆◆Rank 1ConcentrateDruidFocusHealingManipulatePlantVitalityVines twine into a wicker horn in your hands, and out spills a single fruit, nut, or similar small bit of produce. A creature who eats the…

      Vines twine into a wicker horn in your hands, and out spills a single fruit, nut, or similar small bit of produce. A creature who eats the produce with an Interact action regains 1d6+4 HP. The cornucopia, as well as any unconsumed pieces of fruit, wither away at the end of the duration.

      Heightened (+1) The cornucopia produces an additional piece of food. A creature can consume any amount of food from the same casting with a single Interact action. Eating six pieces of produce from the cornucopia gives as much nourishment as one square meal for a typical human.

      ((@item.level)d6+(@item.level)*4)[vitality,healing]{Consume all produce}

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    Familiar

    Twig

    Leshy · HP 35

    Familiar abilities

    • Familiar FocusOnce per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maxi…

      Once per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maximum. You must have a focus pool to select this.

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    • LuminousYour familiar glows with a comforting light. It sheds bright light in a 30-foot radius and dim light for the next 30 feet. It can suppress…

      Your familiar glows with a comforting light. It sheds bright light in a 30-foot radius and dim light for the next 30 feet. It can suppress or resume this light by using an action, which has the concentrate trait.

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    • Grasping TendrilsPrerequisites Leshy Familiar Secrets Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.

      Prerequisites Leshy Familiar Secrets

      Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.

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    • Elemental Familiar (Wood)Your familiar gains the wood elemental trait. If your familiar remains in bright light for 1 round, it gains fast healing equal to half you…

      Your familiar gains the wood elemental trait.

      If your familiar remains in bright light for 1 round, it gains fast healing equal to half your level. Once it is out of bright light, this effect ends.

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    Origin, personality & notes

    Age
    300-ish
    Gender & pronouns
    Male/He/Him
    Height
    2'11"