A purple dragon breathing green flame at a pink rocket lying around a d20.
Bluesky logo Youtube logo Itch.io logo A pen and paper Account Picture

World Speaker Class

World Speaker Table

Spell Slots per Spell Circle
Level Features Max Elemental Bond Tier Cantrips Known 1st Circle 2nd Circle 3rd Circle 4th Circle 5th Circle 6th Circle 7th Circle 8th Circle 9th Circle
1st: Initiate of Whispers Elemental Bond, Speaker’s Path, Spellcasting 1st 2 2 - - - - - - - -
2nd: Hearer Channel the World Soul, Elemental Seer 1st 2 3 - - - - - - - -
3rd: Initiate of the Outer Circle World Speakers’ Circle 1st 2 4 2 - - - - - - -
4th: Breath of the First Element Feat 1st 3 4 3 - - - - - - -
5th: Breath of the Second Element Elemental Channel, Primordial Recovery, Wild Speaker 2nd 3 4 3 2 - - - - - -
6th: Breath of the Third Element Expanded Speaker’s Circle 2nd 3 4 3 3 - - - - - -
7th: Breath of the Fourth Element Primal Ritualist’s Knowledge, Primordial Ward 2nd 3 4 3 3 1 - - - - -
8th: Hierophant of the Outer Circle Feat 2nd 3 4 3 3 2 - - - - -
9th: Initiate of the Inner Circle Elemental Infusion, Expanded Speaker’s Paths 3rd 3 4 3 3 3 1 - - - -
10th: Voice of the First Conflux Expanded Speaker’s Circle 3rd 4 4 3 3 3 2 - - - -
11th: Worldcaller Aid of the World 3rd 4 4 3 3 3 2 1 - - -
12th: Voice of the Second Conflux Feat 3rd 4 4 3 3 3 2 1 - - -
13th: Voice of the Third Conflux Continued Progress 4th 4 4 3 3 3 2 1 1 - -
14th: Elder of Circles Expanded Speaker’s Circle 4th 4 4 3 3 3 2 1 1 - -
15th: Voice of the Fourth Conflux Champion of the World Soul 4th 4 4 3 3 3 2 1 1 1 -
16th: Hierophant of the Inner Circle Feat 4th 4 4 3 3 3 2 1 1 1 -
17th: Hierophant of Aether Elemental Ascension 5th 4 4 3 3 3 2 1 1 1 1
18th: Hierophant of Elements Primordial Ritualist 5th 4 4 3 3 3 3 1 1 1 1
19th: Hierophant of the Soul Feat 5th 4 4 3 3 3 3 2 1 1 1
20th: Archspeaker Archspeaker 5th 4 4 3 3 3 3 2 2 1 1

Class Features

As a World Speaker, you gain the following Class Features.

Core Aspects

Hit Points

Hit Dice: 1d8 per World Speaker Level

Hit Points at 1st Character Level: 8 + your Endurance

Hit Points at Higher Levels: 1d8 (or 5) + your Endurance per World Speaker Level

Training

Armour: Light Armour, Light Shields

Weapons: Simple Weapons, Scimitars

Tools: Herbalism Kit

Skills: Choose three from Animal Handling, Cosmology, Diplomacy, Empathy, Faiths, Focus, Investigation, Magical Lore, Medicine, Nature, Perception, and Survival

Equipment

Upon gaining your first Level in this Class, you start with the following equipment, in addition to your starting equipment:

  • Any Simple Melee Weapon or a Scimitar

  • A complete set of Leather Armour

  • A Light Shield & Primal Focus

  • A Herbalism Kit

  • A book on herbalism and local plants



Unique Aspects

Class Tags: World Speaker, Spellcaster, Primordial Magic, Ritual Caster, Priest

Mark of Fate: Fateful Ritualist. In this moment you channel the powers of this conflux of fate to keep a ritual going. When a Trait Test made as part of a Party Challenge for a Rite fails, you can use your reaction (1RP) to expend a Mark of Fate. You must repeat the failed Trait Test using the previously chosen Trait and Skill, you are considered a Master of the Skill for this Trait Test. If this Test is a success, the original failure is not added to the tally and instead two successes are gained.

Inspired Action:

World Speaker Action Card (Inspired Action) Inspired Channel AP Cost: 1AP Effect: A flash of inspiration allows you to channel your faith in an unusual manner. You can use this Inspired Action to perform any Channel the World Soul action, including those you do not normally know, without expending a use of the Feature.


Elemental Bond

1st Lvl World Speaker Feature

You start your path becoming one with Outer Realms Primordial, attuning yourself to one of the four elements air, earth, fire, or water. You Learn the Primordial Language; this is often used not just by the elementals but also the World Soul and other World Speakers.

When you gain this Feature, pick either Air, Earth, Fire, or Water, with the details of your chosen Element presented in their Element Profile in Appendix A. You become Bonded to the chosen element at its 1st Tier. While Bonded to an element’s 1st Tier you gain the following benefits:

  • Elemental Power. You may reroll a damage die roll of a 1 for any Damage Roll of a spell with your Bonded Element’s Associated Spell Tag. You must use the rerolled result.

  • Elemental Resistance. You gain a Damage Resistance to your Bonded Element's Associated Damage Type.

  • Expanded Spell List. You treat all spells with your Bonded Element’s Associated Spell Tag as being part of your Primordial Spell List.

  • Spell Knowledge. You may choose one Cantrip and 1st-Circle spell with your Bonded Element’s Associated Spell Tag, you Learn the chosen Cantrip and always have your chosen 1st Circle spell Prepared.

  • Elemental Boon. An additional effect based on the Element you Bonded with.

At later Levels you will be able to choose to become Bonded to more Elements or develop our current Bonds. However, as you progress through your story you may find narrative moments where you can Bond to an Element or develop you connection to one. In this instance with the GG’s agreement, you can consider yourself Bonded to additional Elements outside the normal levelling track.

However, if you narratively choose to develop an Elemental Bond you can only increase your Elemental Tier up to the Max Elemental Bond Tier as shown in the World Speaker Table.



Speaker’s Path

1st Lvl World Speaker Feature

You have taken to specific kinds of studies that have led you down a particular path. You can choose to either gain the Path of the Beastkin, Path of the Channeler, Path of the Emissary, Path of the Guardian, Path of the Sage, or the Path of Speaker Class Feature.



Path of the Beastkin

You walk a path bringing you closer to the animals. You gain the ability to comprehend and communicate with Animals. The knowledge and awareness of many Animals is limited by their Knowledge, but at minimum, Animals can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past Day. You might be able to persuade an Animal to perform a small favour for you, at the GG's discretion.

You gain the benefit of one Wildshape Customisation (See Appendix B) you meet the Prerequisites of even when not under the effects of the Wild Shape action, this does not count against the number of Customisations you can apply when Wildshaped narrate suitable adjustments to your form to suit the change.

You can use the Wild Shape Channel the World Soul action, once you have used the action this way, you cannot use it again until you have completed a Short or Long Rest.

When you use this action without having chosen it with the Channel the World Soul Feature, you may only choose a Tiny or Small sized form and only have access to one Wild Shape Customisation when you shift.



Path of the Channeler

You find yourself called down a path that will see you expanding your ability to channel the powers of the World Soul. You Know an additional Cantrip and can Prepare an additional 1st-Circle spell from the Primordial Spell List.



Path of the Emissary

You walk a path bringing you towards greater connection with the Realms Primordial. You can form another 1st Tier Bond with another Element per the Elemental Bond Feature.



Path of the Guardian

You find yourself called down a path that will see you standing as a defender of the world. You gain the Martial Class Tag, and gain Training in the use of Martial Weapons, Medium Armour, and Shields.

You may use Intuition instead of the normal Trait for Attack and Damage Rolls of your Weapon Attacks and Unarmed Strikes.



Path of the Sage

You find yourself called down a path that will see you expanding your knowledge to better world and what it takes to protect it. You Learn two more Skills listed in the World Speaker Core Aspects and gain Training with one Tool.

You then may select one Skill you have Learnt from the World Speaker Core Aspects, you become a Master in this Skill.

When performing the Animal Handling, Cosmology, Nature, or Survival Skill Rolls you gain a Primal Bonus to the Test equal to your Intuition.



Path of the Speaker

You walk a path bringing you closer to the World Soul. You know the Rite of Hearing, and you may Prepare an additional 1st-Circle spell with the Ritual Spell Tag from the Primordial Spell List.

You also Learn a 1st-Order Primordial Rite of your choosing.



Spellcasting

1st Lvl World Speaker Feature

As a student of Primordial magic, you channel your magic directly from the World Soul. See the Magic Chapter for the general rules of spellcasting and for the Primordial Spell List.

Spell List: Primordial

Spellcasting Trait: Intuition

Spellcasting TG: 8 + your SB + your Intuition

Spell Attack Modifier: Your SB + your Intuition

Spellcasting Focus: Primal Focus

Circle Spells

Each World Speaker Circle has a list of spells, known as Circle Spells, that you gain at the World Speaker Levels noted in the Circle’s description. Once you gain a Circle Spell, you always have it Prepared.

If you have a Circle Spell that doesn’t appear on the Primordial Spell List, the spell is nonetheless a Primordial spell for you.

Beast Weapons & Primordial Bolt

When you would cast the Beast Weapons and Primordial Bolt Cantrips, you can instead of choosing the listed Damage Type, choose to instead use the Associated Damage Type(s) of your Bonded Element(s) per your Elemental Bond Feature.

If the Beast Weapons and/or Primordial Bolt would deal the Associated Damage Type of an Element you have an Elemental Bond with, it is treated as having that Element’s Associated Spell Tag(s).



Channel the World Soul

2nd Lvl World Speaker Feature

You gain the ability to channel the powers of the World Soul into more focused effects than traditional magic. You start with one such effects: Summon Spirit.

Some Channel the World Soul effects require a Trait Test. When you use such an effect from this Class, the TG equals your World Speaker Spell TG.

You may use the Channel the World Soul Feature a number of times equal to your Skill Bonus. You regain any expended uses when you finish a Long Rest.

In addition, when you gain this Feature, choose either the Ley Walker, Wild Mender, Wild Shaper, or the World Shaper Class Feature to gain. Each Feature grants a unique Channel the World Soul action, you can change your selection whenever you gain a Character Level.



Summon Spirit

You gain the Summon Spirit action.



Ley Walker

You are attuned to the Ley Lines that cover the world. You always have the Detect Magic spell Prepared, whilst using this spell you can detect the presence of Ley Lines within 1.5km of you, and you Learn the Wayfinder’s Rite rite.

You gain the Nexus Gate action.



Wild Mender

You gain the Wild Mender action.



Wild Shaper

You gain the Shapechanger Entity Tag, and the Wild Shape action.



World Shaper

You gain the Elemental Boost action.



World Speaker Action Card (Channel the World Soul Action) Summon Spirit AP Cost: 2AP Effect: You cast the Find Familiar spell, without Material Components. When you cast the spell in this way, the Familiar is a Primordial instead of an Animal. World Speaker Action Card (Channel the World Soul Action) Nexus Gate AP Cost: 2AP Requirement: Are in contact with a Ley Nexus, a point where two or more Ley Lines meet Effect: You can open a portal that connects with an adjacent Ley Nexus in the network following the path of one of the Ley Lines. If you have not visited the Ley Nexus destination before, the only thing you will know about it is a rough compass direction but no sense of distance. World Speaker Action Card (Channel the World Soul Action) Wild Mender AP Cost: 1AP Target: A vial of water, a set of bandages, or another implement that could be used for medicinal treatment Range: Touch Effect: You channel your power into enhancing the medicinal properties of different plants. You channel healing power into the Target Item that will assist the healing of the next entity to use them. When the Item is used, the entity will recover HP equal to Xd6 + your Intuition (minimum of 1). Where X equals half your World Shaper Level. You can instead of imbuing the above healing effect choose a Restoration School Spell you have Prepared whose Spell Circle is equal to or less than your SB and does not require Concentration. Expend a Spell Slot as if you were casting the chosen spell, the spell is not cast though the Spell Slot is used as normal. Instead, when an entity uses the enchanted Item, they gain the benefit of the spell you chose to cast. You can only keep one spell stored in an Item this way at a time, if you store a new spell the previous one is lost. World Speaker Action Card (Channel the World Soul Action) Wild Shape AP Cost: 1AP Duration: A wild shape transformation lasts for a number of Hours up to half your World Speaker Level Effect: You channel the power of the World Soul into changing your form into that of an animal. You can expend a use of the Channel the World Soul Feature to transform into an Animal Form, this uses either one of the Form of Air, Form of the Land, or Form of the Sea Stat Blocks. The Stat Blocks and rules for their use are covered in Appendix B: Wild Shapes. You cannot transform into an Animal Form whose Size Category is too large to fit within the current space without squeezing. During this Duration you can shift between different forms as an action (1AP), these alterations do not expend additional uses of your Channel the World Soul Feature. The transformation ends early if you are Incapacitated, or the Form is reduced to 0 HP. You may also end the transformation early as an action (1AP). World Speaker Action Card (Channel the World Soul Action) Elemental Boost AP Cost: 1AP Duration: 1 Encounter/Scene Effect: You channel the power of the World Soul into strengthening your Elemental Bonds. Choose an Element you currently have an Elemental Bond with or Air, Earth, Fire, or Water. You treat the chosen Element as having an Elemental Bond Tier equal to your Max Elemental Bond Tier. For the Duration, you may use the World Shape action. World Speaker Action Card (Channel the World Soul Action) World Shape AP Cost: 2AP Requirement: Under the effects of the Elemental Boost action Target: An entity or object you can see within Range Range: 6m | Near Effect: You create a gathered form of an Element you have an Elemental Bond with to throw at your The Target must make an Agility Test against your Spell TG. On a Failed Test: The Target takes Xd10 damage, where X is the Tier of the chosen Element using the Element’s Associated Damage Type. You also may push the Target directly away or pull them closer to you, by up to 3m. On a Successful Test: The Target takes half as much damage.


Elemental Seer

2nd Lvl World Speaker Feature

You have learnt to open yourself to glimpses of the future through the natural world. You gain the following benefits.

Seer’s Memory

You can perfectly recall your visions alongside stories and performances you have heard and gain.

Seer’s Spells & Rites

You gain the following spells at the World Speaker Levels noted in the following Seer Spells Table. Once you gain a spell, you always have it Prepared.

If the Spell isn’t in the Primordial Spell List, the spell is nonetheless a Primordial spell for you.

The spell in [] is only always Prepared if you chose the Path of the Speaker with the Speaker’s Path Feature.

Seer Spells Table
World Speaker Level Spells
2nd Identify, [Comprehend Languages]
3rd Augury, [Find Traps]
5th Clairvoyance, [Tongues]
7th Divination, [Arcane Eye]
9th Legend Lore, [Commune with Nature]

Each time you gain a Level listed in the Seer Spells Table, you also Learn a Divination School Rite whose Order is of equal to the spell’s Circle./p>

Visions From the Elements

You can utilise the Elements you have a Bond with of at least Tier 1 to grant you visions of the future, as well as channelling their power to aid you in the moment. When you complete a Long Rest, you can choose one Element you have a Tier 1 Bond with to channel, you can use the Elemental Visions action for the chosen Element as noted in that Element’s Profile (see Appendix A).

You may if utilising any Element, you have a Tier 1 Bond with, such as a bowl of clear water, an open flame, or in a raging storm, you can ignore the Material Component of Divination School Spells with a GP cost equal to 10 times your Worldspeaker Level or less.

With the same conditions, plus needing to be engulfed in that element, you are treated as providing power for Divination School Rites, equal to five times your Worldspeaker Level.

Casting the spell or performing the rite this way allows you to ignore the chance of a false vision based on repeated uses, and bestows a curse based on the element used as shown in the Element’s Profile.

No matter your chosen Element, you always have access to the Seer’s Ward Elemental Visions action.

World Speaker Action Card (Elemental Visions Action) Seer’s Ward AP Cost: 1AP Cost: A number of unexpended Vision Dice up to half your World Speaker Level Target: An entity you can see within Range Range: 24m | At Range Effect: Your visions ward your ally against harm to come. Roll the expended Vision Dice. The Target gains BP equal to the total of the expended Vision Dice rolls plus the number of Vision Dice rolled.
Vision Dice

You have a pool of Vision Dice, represented by d6s equal to your Worldspeaker Level. These can be used to fuel your chosen Elemental Visions action. Replenishing expended dice upon completing a Long Rest.



World Speakers’ Circle

3rd Lvl World Speaker Feature

You choose a World Speaker’s Circle gaining the benefits of that Circle’s first Tier. These represent you joining an order of Speakers, known as a circle, who gather to focus on a particular subject of study or focus, such as one of the inner elemental realms or the nature of their wild shape. Others may gather around more ideological principle or around certain activities they believe necessary to preserve he World Soul or the balance of nature.



Feat

4th Lvl World Speaker Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Elemental Channel

5th Lvl World Speaker Feature

Your ability to channel the power of the World Soul and the elements has expanded to greater levels. You can increase the Elemental Bond Tier of one Element by 1 Tier to a maximum of Tier 2, this can be used to both increase the Tier of an Element you have formed a Bond with, or to unlock a Bond with a new Element getting it to Tier 1. Upon unlocking the 2nd Tier of an Element, you gain the following benefit:

Elemental Bond Tier 2. Spells with the Bonded Element’s Associated Spell Tag with a Range greater than 3m, increase their Range by half your SB x 10 metres.

In addition, your Channel the World Soul Features have become empowered in the following ways:



Summon Spirit

Your familiar gains power from the elements you are bonded to. Upon gaining an Elemental Bond Tier 2 with an Element, your Familiar gains the following modifications:

  • Elemental Damage. You may choose for the Familiar's Natural Weapon action to deal the Element’s Associated Damage Type.

  • Elemental Resistance. The Familiar gains Resistance to the Element’s Associated Damage Type.

  • Movement Speed. The Familiar gains the Element’s Associated Movement speed equal to their Walking speed, if they already had the Movement speed it increases by 2m.

    If the Bonded Element is Water, the Familiar also gains the ability to breathe Underwater.

  • Spell Focus. If you can see your Familiar and the Target of a spell, whilst casting a spell with your Bonded Element’s Associated Spell Tag with a Range greater than Self, you can cast the spell as if you were occupying your Familiar’s location.

If you have unlocked the second Tier Bond with multiple Elements, then your Familiar gains all the applicable elemental modifiers.



Ley Walker

You can tap into the power of Ley Lines and Ley Nexi to boost your ritual powers. You may utilise the Power as a Sympathetic Ritual Assistance, with Ley Lines being of Power 1 and Ley Nexi being Power X, where X is equal to the number of Ley Lines that meet at the Nexus times 5.

You have Advantage on Tait Tests made as part of a rite using Skills listed in the World Speakers Core Aspects alongside those gained from World Speaker Features.

In addition, while on a Ley Nexus, you count as being one Tier higher in your Elemental Bond for each Element, up to Tier 5.



Wild Mender

Any entity who recovers HP from the Wild Mender action, gains Damage Reduction 5 against the Associated Damage Type of any Element that you have a Tier 1 Elemental Bond with, until the end of their next Turn, they instead gain Resistance to that Damage Type if you have a Tier 2 Elemental Bond with the Element.

You also gain the Mass Mending action.

World Speaker Action Card (Channel the World Soul Action) Mass Mending AP Cost: 1AP Target: A number of entities you can see within Range, up to your Intuition (minimum of 1) Range: 6m | Near Effect: You channel the power of the World Soul into healing a group of your allies. Each Target recovers HP equal to Xd6 + your Intuition (minimum of 1). Where X equals your Skill Bonus.


Wild Shaper

Your Wild Shape Forms all treat their Natural Weapon as magical for the purposes of overcoming Resistances.

Upon gaining an Elemental Bond Tier 2 with an element, your Animal Forms gain the following modifications:

  • Elemented Movement. The Form gains the Element’s Associated Movement speed equal to their Walking speed, if they already had the Movement speed it increases by 2m.

    If the Bonded Element is Water, the Form also gains the ability to breathe Underwater.

  • Elemental Natural Weapons. Your Form begins to exhibit changes based around your Bonded Element, when using your Form’s Natural Weapon, you can choose to replace the Damage Type with your Bonded Element’s Associated Damage Type.



World Shaper

You have Advantage on Trait Tests made with the Socialise action when talking to entities with the Animal, Flora, or Primordial Entity Type.

You also gain the Mold Element action.

World Speaker Action Card (Channel the World Soul Action) Mold Element AP Cost: 2AP Target: A point you can see within Range in an area of an Element you have an Elemental Bond with Range: Touch AoE: An Xm Cube, Centred on Target, where X equals your Tier of Elemental Bond with the Target Duration: 1 Encounter/Scene Effect: For the Duration, you may affect the Target in the following way: •You can alter the state of the Target Element, freezing or evaporating water, melting ice, eroding earth, extinguishing, or lighting fire, and altering the pressure and temperature of the air. •You can move the Target Element, this can be pushing it to a specific area or out of the cubed space entirely, this does not apply to air which instead can be moved as a wind whose speed and force you can control (entities and Objects resisting being moved by the wind must make a Physique Test against your Spell TG).


Primordial Recovery

5th Lvl World Speaker Feature

Your ability to channel the power of the World Soul into recuperating your bodies reserves of magic. As an Activity during a Short Rest, you can choose to expend one use of your Channel the World Soul and recover the use of an expended Spell Slot whose Circle is no higher than your Skill Bonus.

If you take a Short Rest on a Ley Nexus, you can instead recover the use of any expended Spell Slot with the Activity.

In addition, any entity in your Party Camp who uses their Hit Die to recover HP while it is by a Ley Nexus, adds your Intuition (minimum of 1) for each Hit Die expended, as you channel the wellspring of primordial magic for you and your allies’ recovery.



Wild Speaker

5th Lvl World Speaker Feature

You have learnt the ability to communicate with animals and plants. You can cast the spells Converse With Animals and Converse With Plants spells at will, without consuming a Spell Slot.



Expanded Speaker’s Circle

6th Lvl World Speaker Feature

You can choose to either progress in the studies of a known World Speaker’s Circle, increasing its Tier by 1, or choose the First Tier of a different Circle.



Primal Ritualist’s Knowledge

7th Lvl World Speaker Feature

Your ritual studies bear fruit. For each Circle of Spell Slots you currently have from this Class, you Learn one Primordial Rite of an equivalent Order. Whenever you would gain a new Circle of Spell Slots from this Class, you may Learn one Primordial Rite of an equivalent Order.

If you chose the Path of the Speaker with your Speaker’s Path Feature, you double the number of Rites you Learn for each Order with this Feature.

When performing a Primordial Rite, including Impromptu Rites, if the World Soul or a Ley Line/Ley Nexus could be considered a focus of the rite in some way such as being a source of power, or a being tied to the World Soul being the Target of the rite, then the Prerequisite Power required is halved.



Primordial Ward

7th Lvl World Speaker Feature

Your bonds with primordial forces grant you some measure of resistance against spells that seek to manipulate them against you. You have Advantage on Trait Tests against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.

You also gain Advantage on Trait Tests to resist, avoid, or end spells or rites that deal damage whose Damage Type is that associated with an Element you have a Tier 2 or greater Elemental Bond with.

You gain the Tree Step action.

World Speaker Action Card Tree Step AP Cost: 1AP Target: A tree, similarly sized plant, or Flora entity you can see within Range, whose Size Category equals your Size Category or larger Range: A number of metres equal to your Walking speed Effect: Nature bends to aid you, allowing you to step through portals utilising the natural world around you and bonds that connect them. You immediately Teleport to an unoccupied space adjacent to the Target. If the Target is an entity with the Flora Entity Type, before you can Teleport, the Target must make a Determination Test against your Spell TG. On a Failed Test: You Teleport per this action as normal.

You may use this action a number of times up to your SB, replenishing expended uses upon completing a long rest.



Feat

8th Lvl World Speaker Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Elemental Infusion

9th Lvl World Speaker Feature

You are infused with the power of the elements in battle. You can increase the Elemental Bond Tier of one Element by 1 Tier to a maximum of Tier 3, this can be used to both increase the Tier of an Element you have formed a bond with, or to unlock a Bond with a new Element getting it to Tier 1. Upon unlocking the 3rd Tier of an Element, you gain the following benefit:

Elemental Bond Tier 3. Once per Turn, when you would deal damage with a Cantrip, Weapon Attack, or Unarmed Strike, you may replace the normal Damage Type of the Weapon or Cantrip with this Element’s Associated Damage Type.

You also increase the Damage Rolls that would deal this Element’s Associated Damage Type as one of its Damage Types by 1d8. This ability does not stack with other Tier 3 bonds with other Elements.

If you have the Wild Shaper Feature, when using the Wild Shape action, you may choose to transform into an Elemental Form as shown in Appendix B, gaining access to the appropriate Features tied to this Element of the Stat Block.



Expanded Speaker’s Paths

9th Lvl World Speaker Feature

You continue treading the paths you have chosen. You may choose a second path from those presented in the Speaker’s Path Feature, and an additional Feature for the Channel the World Soul Feature to gain the benefits of.

In addition, each path now offers an additional effect to those listed in the Speaker’s Path Feature:

  • Path of the Beastkin. You can now use the Wild Shape Channel the World Soul action with this option of the Speaker’s Path Feature up to three times, replenishing expended uses upon completing a Short or Long Rest.

    You may apply an additional number of Wildshape Customisation equal to half your Skill Bonus.

    You may add your Intuition to the Damage Rolls of your Animal Form’s Natural Weapons.

  • Path of the Channeler. You may add your Intuition to the damage dealt by Primordial Cantrips. If the Cantrip already adds your Intuition to the Damage Roll, you add it again.

    You replenish expended uses of your Channel the World Soul Feature with a Short or Long Rest.

    Your spells gain an additional effect if they have a Spell Tag associated with an Element you have a Tier 3 Elemental Bond with as covered in the Element’s Profile (see Appendix A).

  • Path of the Emissary. You may increase the Elemental Bond Tier of one Element you are bonded with by 1, this cannot raise an Elemental Bond above your Elemental Bond Tier Maximum.

    You gain a Tier 1 Elemental Bond for Air, Earth, Fire, and Water if you do not have a Tier 1 or greater Bond with them already.

  • Path of the Guardian. You gain a Fighting Style or Weapon Specialisation Feat of your choosing, which you meet the Prerequisites of.

    The additional damage provided by the Tier 3 Elemental Bond in the Elemental Infusion Feature increases the size of its damage die to 1d12.

    You may replace the Damage Type of your Weapon Attacks, Unarmed Strikes, melee Spell Attacks, and Animal Form and Elemental Form actions with Radiant damage.

  • Path of the Sage. When making a Trait Test using the Skills and Tools presented in the World Speaker Core Aspects or gained from a World Speaker Feature, you can use your Intuition instead of the normal Trait for the Trait Test.

    You gain an additional effect based on which Elements you have a Tier 3 Elemental Bond with.

  • Path of the Speaker. You Learn an additional Primordial Rite of 5th Order or lower.

    You have Advantage on Trait Tests made during the performance of a rite or ritual and may always use your Intuition instead of a different Trait when performing a Primordial rite.



Expanded Speaker’s Circle

10th Lvl World Speaker Feature

You can choose to either progress in the studies of a known World Speaker’s Circle, increasing its Tier by 1, or choose the First Tier of a different Circle.



Aid of the World

11th Lvl World Speaker Feature

Your developing connection grants you greater insights from the elements and the power to call on the World Soul for aid. You have Advantage on Initiative Tests, and gain an additional benefit based on the Elements you have a Tier 3 Elemental Bond with. This benefit is a reaction which can be Empowered by Visions if you expended a Vision Die.

You gain the World’s Aid action.

World Speaker Action Card World’s Aid AP Cost: 2AP Requirement: You are in the Material Realm on a World with a World Soul Effect: You call to the World Soul for assistance. Describe the assistance you seek and roll a d100. You Roll <= your World Speaker Level: Your Eternal intervenes. The GG chooses the nature of the intervention. The GG chooses the nature of the intervention; this should be something the world can provide, if food is needed maybe nearby plants quickly grow fruit, if they need help crossing a river maybe the river temporarily diverts, or a tree falls to provide a bridge. Path of the Speaker: If you chose the Path of the Speaker Feature instead you need to roll a number equal to or lower than double your World Speaker Level.

If the World Soul intervenes, you can’t use this action again for 2d6 days. Otherwise, you cannot use this action again until you have completed a Long Rest.



Feat

12th Lvl World Speaker Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Continued Progress

13th Lvl World Speaker Feature

You continue walking the elemental path. You can increase the Elemental Bond Tier of one element by 1 Tier to a maximum of Tier 4, this can be used to both increase the Tier of an Element you have formed a Bond with, or to unlock a Bond with a new Element getting it to Tier 1. Upon unlocking the 4th Tier of an Element, you gain the following benefit:

Elemental Bond Tier 4. You gain a defensive benefit based off of the Element whose bond is at this Tier which applies to both your normal Form and any Forms from the Wild Shaper Feature, this benefit is detailed in the Element’s Profile (see Appendix A).

In addition, you may choose a third Path from those presented in the Speaker’s Path Feature to gain the benefits of. You may also choose an additional Feature to gain the benefits of from the Channel the World Soul Feature.



Expanded Speaker’s Circle

14th Lvl World Speaker Feature

You can choose to either progress in the studies of a known World Speaker’s Circle, increasing its Tier by 1, or choose the First Tier of a different Circle.



Champion of the World Soul

15th Lvl World Speaker Feature

You have an innate bond formed with the World Soul, allowing you to channel power even in the most desperate of situations. For every 25 Years that pass, your body ages only 1 Year, you cannot be aged magically, and are Immune to the Sap condition.

If you roll for Initiative, you replenish one expended use of the Channel the World Soul Feature. Your Channel the World Soul Features gain the following modifications:



Summon Spirit

Your Familiar gains 3 Companion Upgrade Points.



Ley Walker

You may as an Activity during a Short Rest within the vicinity of a Ley Line or Ley Nexus, use its energy to recharge your magic. At the end of the Activity, you may replenish a number of expended Spell Slots whose cumulative Spell Circle is equal to your SB.



Wild Mender

You may add your Skill Bonus and Intuition to the amount of HP restored or BP created by Restoration School Spells, if they do not already do so.



Wild Shaper

You can cast Primordial spells in any Form you assume using this Feature. You can perform Somatic Components of a Primordial spell while in a Form, but you aren’t able to provide Material Components unless your chosen form would normally be able to do so.



World Shaper

You can ignore the Verbal Components of spells with a Spell Tag of an Element which you have an Elemental Bond of Tier 3 or greater. You may also ignore the Somatic Components of spells with a Spell Tag of an Element which you have an Elemental Bond of Tier 4 or greater.



Feat

16th Lvl World Speaker Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Elemental Ascension

17th Lvl World Speaker Feature

You have opening yourself entirely to the elements. You can increase the Elemental Bond Tier of one Element by 1 Tier to a maximum of Tier 5, this can be used to both increase the Tier of an Element you have formed a Bond with, or to unlock a Bond with a new Element getting it to Tier 1. Upon unlocking the 5th Tier of an Element, you gain the following benefit:

Elemental Bond Tier 5. You gain Immunity to your Element’s Associated Damage Type.

In addition, if you have multiple Elements with a Tier 5 Bond you may combine their Damage Types for spells of the appropriate Spell Tags and Elemental Bond effects. For example, if you had both Fire and Water with Tier 5 Bonds, your spells with either the Fire and/or Water Tags as well as your Animal Forms can deal Cold Fire damage instead of either Cold or Fire damage.



Primordial Ritualist

18th Lvl World Speaker Feature

Your connection to the World Soul and the elements aids you in primordial rites. When taking part in a Primordial rite, you and your allies can choose to use your Intuition instead of their normal Trait for a Trait Test made in the performance of the rite.

You can also use the Aid action once per Trait Test made during a Party Challenge to assist another entity performing the Party Challenge.



Feat

19th Lvl World Speaker Feature

You can increase the value of a Character Trait by 1, to a maximum of 6, and choose a Feat to gain.



Archspeaker

20th Lvl World Speaker Feature

You are one of the few chosen by the World Soul, an embodiment of its will and its voice in the mortal world. You may choose an additional Feature to gain the benefits of from the Channel the World Soul Feature. You can ignore the Verbal and Somatic Components of your Primordial spells, as well as any Material Components that lack a cost and aren’t Consumed by a spell. You gain this benefit in both your normal Form and Forms from the Wild Shape Channel the World Soul action.

When you use the Wild Shape Channel the World Soul action, you can choose to become adopt a Titanic Form as shown in Appendix B. Once you have transformed into a Titanic Form, you cannot do so again until you have completed a Long Rest.

In addition, you can choose one Skill you have Mastered to become Legendary in that Skill, for Trait Tests made using that Skill you can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. You can only be Legendary in one Skill at a time.

You also can increase one Trait’s score by 2 or two Trait’s scores by 1, these can increase any Trait’s value up to a maximum of 7.