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World Speaker Circles

Circle of the Cosmos

Those who choose to join the Circle of the Cosmos attune themselves to the Realm Cosmic, also known as the Realm of Aether or the Void. From this realm they gain a strong connection to the raw power of magic and an affinity for the stars. This circle often finds themselves in conflict with Outsiders as the circle most closely bound to the entirety of Creation itself.

Speakers from this Circle may be found in the wilds where they can often be found viewing the night sky for guidance, as they direct the movement of herds, other can be found in cities working with Arcanists to study the stars in vast telescopes and orreries. These speakers may be approached for guidance in portents of the stars or for their vast archives of knowledge of the past or magical lore.

Cosmos Circle Spells

World Speaker Level Spells
3rd Elemental Bolt, Guiding Bolt, Elemental Exhalation, Elemental Ray
5th Crown of the Elements, Elemental Stride
7th Elemental Ruin, Elemental Shield
9th Arcane Hand, Arcane Osmosis

Cosmic Bond

1st Tier Circle of the Cosmos Feature

You form an elemental bond with the Cosmic Realm. You gain a 1st Tier Elemental Bond with the Cosmic Element and Learn the Guidance Cantrip.

Your Elemental Bond Tier with the Cosmic Element always increases to be equal to the Tiers of this Circle, should it be lower.



Astral Connection

1st Tier Circle of the Cosmos Feature

Your connection to the cosmos grants you the power of the stars. You may use an astrolobe as a Primal Focus. When casting Divination School Spells and Cosmos Circle spells using this Focus, they gain the benefits of your Elemental Bond with the Cosmic Element and may choose to deal Cosmic damage.

You can select a number of your daily Prepared spells from the Cosmic Spell List instead of the Primordial Spell List. The number of spells you can choose this way is up to your SB + your Intuition.

You may choose for Cantrips, Cosmos Circle Spells, Weapons, Unarmed Strikes, and your Wild Shape Forms to replace their Damage Type with Radiant damage.



Cosmic Visions

2nd Tier Circle of the Cosmos Feature

You know how to call upon the stars to guide you. Your Vision Dice increase in size to a d8. Once per Turn, you may without an action, expend a Vision Die to gain a Mark of Fate.

You gain the Draw Power from Visions action, and the Seer’s Reaction effect.

Seer’s Reaction (1 Fate Point). Once per Turn, you may expend 1 Fate Point to use a reaction without expending any RP.

World Speaker Action Card Draw Power From Visions AP Cost: 1AP Cost: 1 Vision Die Effect: Your channel the power of your visions into malleable energy to warp fate. Roll the expended Vision Die. You gain a number of Fate Points equal to the result of the roll. Any unused Fate Points are lost when you next complete a Long Rest or use this action.

In addition, when you complete a Long Rest, you may choose one Cosmos Circle Spell that has a Casting Time of 2AP.

Until you next complete a Long Rest, that spell’s Casting Time is reduced to 1AP, and you may cast it a number of times each equal to your SB without expending a Spell Slot, though it cannot be cast at a higher Circle when cast this way.



Power from the Stars

3rd Tier Circle of the Cosmos Feature

You gain power from the stars above. When you complete a Long Rest, select one of the following Constellations to attune yourself to gaining its benefits.

When you complete a Short Rest, you may choose to change the Constellation you gain the power of, baring this you gain the benefit of the current Constellation until you next complete a Long Rest.

You gain the Channel the Equinox action.

World Speaker Action Card Channel the Equinox AP Cost: 1AP Duration: 1 Encounter/Scene Effect: You draw power from your Constellation. For the Duration, you have access to the Channel the Equinox effect of your Constellation.

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

The Constellations you can attune yourself to are:

  • The Beast. You have Advantage on Focus Skill Rolls and Concentration Tests.

    Channelling the Equinox. Your HT increases by 1 and you gain BP equal to your 10 + Intuition + your SB.

  • The Chalice. When casting spells that restore HP, increase the amount of HP restored by your SB.

    Channelling the Equinox. When you cast a spell that restores HP to one or more entities. You or another entity you can see within 6m (Near) of you, recovers HP equal to 2d8 + your Intuition.

  • The Compass. You always know which way is north, and have Advantage on Survival Skill Rolls to navigate or orient yourself.

    Channelling the Equinox. You have Advantage on Attack Rolls against an entity with the Marked condition from you or another entity you have a Shared Bond concept with.

  • The Dragon. You gain Resistance to Bludgeoning, Piercing, and Slashing damage.

    Channelling the Equinox. A number of times during this channel equal to half your SB, after failing a Trait Test that was not an Attack Roll, you may choose to succeed it instead.

  • The Hunter. You can ignore the Disadvantage from making ranged Attack Rolls while in a hostile entity’s AoC.

    Channelling the Equinox. Once per Turn, after you cast a spell with a Casting Time of 1AP or 2AP, you can immediately make one Weapon Attack or Unarmed Strike for 0AP.

  • The Seal. You gain a Swimming speed equal to your Walking speed and can breathe underwater.

    Channelling the Equinox. You may ignore Difficult Terrain and gain Resistance to Cold damage.

  • The Serpent. You have Resistance to Poison damage, and Advantage on Trait Tests to resist, avoid, or end being the Poisoned condition and Diseases.

    Channelling the Equinox. When you hit your opponent with an Attack Roll, after dealing damage, the Target must make an Endurance Test against your Spell TG.

    On a failed Test, they take 2d8 Poison damage and gain two degrees of the Poisoned condition.

  • The Vessel. Your Walking speed increases by 2m, and the AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

    Channelling the Equinox. Allied entities that start their Turn within 3m (Near) of you, gain all of your Movement types and speeds until the start of their next Turn.



Astral Mastery

4th Tier Circle of the Cosmos Feature

You have mastered your ability to channel the powers of the heavens. You gain the following benefits:

  • You gain Resistance to Bludgeoning, Piercing and Slashing damage.

  • Your Vision Dice increase in size to a d10.

  • Any Flying speed you have increases by your Spellcasting Trait.

  • You always have the Wings of Stars spell Prepared.

  • You may choose for your spells and actions that may deal Radiant or Entropic damage to instead deal Cosmic damage.

  • For you, the Associated Damage Type of the Cosmic Element is both Cosmic and Entropic damage.



Circle of Decay

Those who choose to join the Circle of Decay attune themselves to the Realms of Fungi, also known as the Realms of Decay. From this realm they gain a strong connection to the cycles of life and death, always acknowledging how from death new life can be born. This often leads to these circles coming into conflict with those kinds of undead which are born from the desire to break the cycle or avoid passing on.

Speakers from this Circle may be found in certain communities leading ceremonies of passing or being called upon to strike against hostile bands of predatory undead. These speakers may also be sought out as mediators between mortal denizens of the Material Realm and bands of undead or denizens of the Realms of Death.

Decay Circle Spells

World Speaker Level Spells
3rd Bane, Inflict Wounds, Assize, Blindness/ Deafness
5th Noxious Cloud, Temporal Sap
7th Death Ward, Minor Note of Death
9th Cloudkill, Contagion

Decayed Bond

1st Tier Circle of Decay Feature

You form an elemental bond with the Realms of Fungi. When determining HP you gain with each Level of this Class, double your Endurance for the calculation (this is a retroactive change). You gain a 1st Tier Elemental Bond with the Fungi Element.

Your Elemental Bond Tier with the Fungi Element always increases to be equal to the Tiers of this Circle, should it be lower.

Both the Familiar from the Summon Spirit and Forms from the Wild Shape Channel the World Soul actions gain the Flora Entity Type.



Scythe of Decay

1st Tier Circle of Decay Feature

You strike are imbued with the powers of decay and rot. You have a pool of fungal power represented by a number of d8s equal to your World Speaker level.

When you make a Damage Roll, you can increase that damage by spending dice from the pool. The maximum number of die you can expend at any one time is equal to your Skill Bonus.

Roll the expended dice and add them to the Damage Roll as Necrotic damage, double the value of the roll against Flora and Undead entities.

If you kill one or more hostile entities with an effect augmented by this Feature, you or an allied entity that you can see within 6m (Near) of you, regains your Intuition HP per die spent to increase the damage, or double your Intuition HP if at least one of the slain entities was a Flora or Undead.



Fungal Body

2nd Tier Circle of Decay Feature

Your form becomes host to fungal symbiotes, they provide certain benefits normally but will become highly active when you are in danger. You gain the following benefits:

  • Fungal Body. You gain the Plantoid Ancestry in addition to your other Ancestries, immediately gaining one Plantoid Ancestry Feature.

  • Fungal Resilience. You gain Resistance to Poison damage, and have Advantage on Trait Tests to resist, avoid, or end the Poisoned condition. You are also Immune to Disease.

  • Fungal Spores. Your AoC becomes Difficult Terrain for hostile entities, and all entities within your AoC are considered Lightly Obscured to entities other than you. You may telepathically communicate with entities within your AoC, and you can choose to grant entities the ability to telepathically communicate with others in your AoC whilst remaining within the area.

  • Fungal Strikes. Your melee attacks deal an additional 1d8 Necrotic Poison damage.

  • Mutated Limbs. Your Reach increases by 1m, and your Unarmed Strike damage die increases in size by 1.

  • Rejuvenating Growths. When in an Active Time Encounter, you gain BP at the start of each of your Turns equal to your SB.

  • Vampiric Spores. When you deal Necrotic and/or Poison damage to a Target within your AoC, you recover HP equal to half the total Necrotic and/or Poison damage dealt.

  • Fungal Reprisal. You gain the Fungal Reprisal reaction.

World Speaker Reaction Card Fungal Reprisal RP Cost: 1RP Trigger: You receive damage from an entity within your AoC Effect: You emit toxic spores that seek out the source of harm. The Triggering entity takes 1d8 + your Intuition Necrotic Poison damage.


Fungal Spellcasting

3rd Tier Circle of Decay Feature

You empower your spells with fungal decay. Whenever you deal damage to a Target with a spell with the Fungi Spell Tag, the Target takes an additional 1d8 Necrotic Poison damage.

For the Duration of the Encounter/Scene, a 2m (Near) Radius Sphere, Centered on the Target of the spell becomes filled with spores, it is considered Difficult Terrain and Lightly Obscured. Whenever an entity moves into the area of spores or starts their Turn in the area, that entity takes 1d8 Necrotic Poison damage, an entity can only take damage this way once per Turn. You may also telepathically communicate with any entity within the area.



Warden of the Cycle

3rd Tier Circle of Decay Feature

You stand as a guardian of the cycle of life and death and ensure that those whose time has not yet come are protected. Entities you choose within your AoC, require two more Degrees of the Wounded condition than normal before Dying. These additional Degrees occur before the first normal Degree.

If they would Die from acquiring enough Degrees of the Wounded condition, they may roll a d20, on the roll of a 10 or more they reduce their Degrees of the Wounded condition by two and become Stabilised.

You also Learn the Rite of Fungal Rebirth.



One with Decay

4th Tier Circle of Decay Feature

You are in tune with the powers of the Realms of Decay. You are Immune to the Impaired and Poisoned conditions.

Any Feature from this Circle as well as your spells that would deal Necrotic and/or Poison damage, you may choose to replace the Damage Type with Entropic damage. For you the Fungi Element Profile also considers Entropic damage as an additional Associated Damage Type, and any effect you have that would affect Necrotic and/or Poison damage, also applies that effect to Entropic damage.

Any Critical Hit against you counts as a normal hit unless you’re Incapacitated.

You also require two more Degrees of the Wounded condition than normal before Dying. These additional Degrees occur before the first normal Degree.

In addition, your Fungal Body Feature's Rejuvenating Growths now provides BP equal to double your SB, and its Fungal Strike Necrotic Poison damage also increases to 2d8.



Circle of Dreams

Those who choose to join the Circle of the Dreams focus on tending to the Dream Domain of the World Soul and keeping it safe from the corruption of the Nightmare. Such is their commitment to the task; members of this Circle forgo their own Dream Domains instead joining the World Soul when they slumber.

Speakers from this Circle may also be found wandering the world attending to physical locations in order to assist their allies in the realms of Dreams in protecting the World Soul and its dream.

Dream Circle Spells

World Speaker Level Spells
3rd Detect Other Realms, Protection from Other Realms, Barkskin, Calm Emotions
5th Conjure Spirit Guardians, Hypnotic Pattern
7th Hallucinatory Terrain, Messenger of Dreams
9th Commune with Nature, Dispel Other Realm

Dream Walker

1st Tier Circle of Dreams Feature

You form a bond with your World Soul’s Dream Domain. You no longer have your own Dream Domain you go to when you sleep, instead you travel to the Dream Domain of your World’s World Soul, effects that Target your own Dream Domain instead Target that of your World Soul.

You can perform the Dreamwalker’s Rite, without the requirement for magic or any Skill Rolls at the start of a Long Rest. You can only bring a number of entities equal to your Skill Bonus with you.

You can instead of going to your World Soul’s Dream Domain, choose to go to the Dream Domain of any entity that shares a Bond Concept with you and that is willing for your entry.



World Soul’s Aid

1st Tier Circle of Dreams Feature

Your connection to the World Soul allows you to syphon some of the power when channelling the World Soul to aid your allies or harm entities from the Outside and Nightmare. When you use a Channel the World Soul action, you can choose an entity you can see within 12m (At Range) of you to either, recover Xd6 HP, bestow Xd10 BP, or if the Target has the Outsider Entity Type deal Xd10 Radiant damage, where X equals your SB.

In addition, your spells, rites, and Features that restore HP or bestow BP, double the amount restored/bestowed if performed within your World Soul’s Dream Domain.



Blessings of the Dreaming

2nd Tier Circle of Dreams Feature

Your abilities gain power from you connection to the Realms of Dreams. You gain Resistance to Entopic and Necrotic damage, and have Advantage on Trait Tests made to resist, avoid, or end the Frightened and Terror conditions.

You gain Blindsight out to 3m, your Blindsight’s Range is doubled when in the Realms of Dreams.

You also gain the following benefits upon completing a Rest:

  • Short Rest. When you complete a Short Rest, you can recover Spell Slots per the Primordial Recovery Feature without expending a use of the Channel the World Soul Feature.

    You can also recover the expended uses of one Feature or Feat as if you had completed a Long Rest, this cannot be used to recover additional expended Spell Slots. Once you have recovered the expended uses of a Feature or Feat this way, you cannot do so again until you have completed a Long Rest.

  • Long Rest. As you begin a Long Rest, you can choose a number of Target entities up to your Intuition (minimum of 1) that are also about to begin a Long Rest, you and the chosen Targets require 2 less Hours for your Long Rest, and gain 1d10 BP and can remove an additional Degree of the Exhaustion condition upon the conclusion of the Long Rest.



Empowered Channel

3rd Tier Circle of Dreams Feature

Your connection to the World Soul empowers the effects caused by channelling its power. Your Channel the World Soul actions gain the following modifications:

  • Elemental Boost. When using this action, you may choose a second separate Element. With this action the Elements you can choose increases to include the Fungi, Metal, Thunder, and Wood, even if you do not have an Elemental Bond with them.

  • Nexus Gate. You may use the action whilst not on a Ley Nexus whilst being in the Material Realm, however you can only Teleport to a Ley Nexus or location tied to the World Soul you have visited before.

  • Summon Spirit. Your Familiar gains the Dreamed Entity Type, can replace its Natural Weapon Damage Type with Psychic damage, and increase the Range of its Telepathic Link by a number of metres equal to your World Speaker Level.

  • Wild Mender. You can store Protection and Transmutation School Spells using this action the same way as you can Restoration School Spells.

  • Wild Shape. Your Animal and Elemental Forms gain the Dreamed Entity Type, can replace the Damage Type of their actions with Psychic damage, and you have Advantage on Concentration Tests whilst in your Animal and Elemental Forms.



Preserver’s Grace

3rd Tier Circle of Dreams Feature

You have the power to preserve or aid the World Soul in recovering from great upheaval or the actions of a few malicious souls. You know the Rite of Purification and the Rite of Restoration.

You have Advantage on Trait Tests to perform these Rites, and if performed on a Ley Nexus, in locations infused by your World Soul’s Dream Domain, or in your World Soul’s Dream Domain, these are treated as having a Power [your Intuition] assistance instead of the normal value and the Range of the area affected becomes the area between this Ley Nexus and its neighbouring Ley Nexi, in the area infused by the Dream Domain’s power, or the whole Dream Domain.

You gain the Dream Step action.

World Speaker Action Card Dream Step AP Cost: 1AP Target: An unoccupied space you can see within Range Range: 6m | Near Effect: You quickly navigate the field through the sprawling pathways through the Dreaming that connect to the Material Realm. You Teleport to the Target location.

You can perform this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



One with the Dream

4th Tier Circle of Dreams Feature

Your connection to the World Soul's dream grants you unnatural effects. You gain the Dream-Touched Template, and one additional Dream-Touched Template Feature. If you already have this Template instead gain two Dream-Touched Template Feature.

You may now use the Channel the World Soul Feature a number of times equal to double your Intuition (minimum your SB).

You gain the Dream Warden’s Infusion action.

World Speaker Action Card Dream Warden’s Infusion AP Cost: 1AP Duration: 1 Hour Effect: You become filled with the power of the World Soul. For the Duration you gain the following benefits: •You gain a Primal Bonus to your HT equal to your Intuition (minimum of 1), and recover 15 HP at the start of each of your Turns. •You have Resistance to Bludgeoning, Piercing, Psychic, Radiant, and Slashing damage. •Allied entities that start their Turn in your AoC, recover HP equal to double your Intuition (minimum of 2HP). •Allied entities within your AoC gain the benefits of Half Cover and are Lightly Obscured. •Increase the size of the die used for your World Soul’s Aid Feature by 1. If you choose to restore HP using this Feature, a number of the dice rolled equal to your Intuition (minimum of 1) are treated as rolling their maximum result, otherwise a number of dice equal to half your Intuition (minimum of 1) are treated as rolling their maximum result. This effect ends early if you are Incapacitated or Die.

Once you have used this action, you may not do so again until you have completed a Long Rest.

In addition, the Preserver’s Grace Feature now allows you to bring a number of willing entities within your AoC up to your Intuition (minimum of 1) when you Teleport with the Dream Step action.



Circle of the Elements

Those who choose to join the Circle of the Elements attune themselves Outer Realms Primordial. Masters of the art of shaping the elements, this circle can be found gathered around regions of strong elemental energy, ensuring that they never grow too strong so as to overwhelm the balance of the world.

Speakers from this Circle may also be found wandering the world attuning themselves to the elements and acting as mediators between the denizens of the Material Realm and the Outer Elemental Realms.

Elements Circle Spells

World Speaker Level Spells
3rd Detect Other Realms, Protection from Other Realms, Elemental Exhalation, Elemental Sphere
5th Dispel Magic, Protection from Energy
7th Elemental Ruin, Elemental Shield
9th Call the Primordial, Summon Primordial

Element Walker

1st Tier Circle of the Elements Feature

You know how to travel the Realms Primordial. You can perform the Realmwalker’s Rite, without any Skill Rolls but only to Target one of the Realms Primordial whose Element you have an Elemental Bond of Tier 1 or more. You can only bring a number of entities equal to half your Skill Bonus (rounded down) with you.

You have Advantage on Trait Tests to navigate through the Realms Primordial, or recall knowledge about or interact with their denizens, for Realms whose Element you have an Elemental Bond of Tier one or more.

You also gain the Skill Focus Cosmology:Realms Primordial.



Primordial Bond

1st Tier Circle of the Elements Feature

You are adept at forming bonds with the outer elements and utilising this bond to call on the elements for aid. Your Elemental Bond for the Elements Air, Earth, Fire, and Water, if they are not already, become Tier 1.

Your spells with any of the Air, Earth, Fire, or Water Spell Tags as well as your World Shaper Feature add your Intuition to their Damage Rolls if they do not do so already.



Elemental Infusion

2nd Tier Circle of the Elements Feature

You know how to infusion and draw power from the elements in your spells. When you cast a spell without one of the following Spell Tags: Air, Earth, Fire, Fungi, Metal, Space, Thunder, Time, Water, or Wood, you can give it either the Air, Earth, Fire, or Water Spell Tag replacing the Spell’s Damage Type with that associated with the Element whose Associated Spell Tag you have applied.

When you deal damage with a spell dealing Cold, Fire, Force, or Lightning damage, the Target must make an Endurance Test against your Spell TG.

On a failed Test, they an effect occurs based on one of the Damage Types applied by the spell:

  • Cold. The Target gains one Degree of the Slowed condition.

  • Fire. The Target gains one Degree of the Burned condition.

  • Force. The Target is pushed 1m directly away from you.

  • Lightning. The Target gains one Degree of the Dazed condition.

If they fail the Test by 5 or more, they gain a second Degree of the condition. For Force damage they are instead pushed back an additional 2m.

You also gain the Overchannelled Casting reaction.

World Speaker Reaction Card Overchannelled Casting RP Cost: 1RP Trigger: A spell or action bestowed from the World Shaper Feature would deal damage with an Associated Damage Type of an Element you have an Elemental Bond with Effect: You know how to channel the power of your bonded elements in order to overcome your opponent’s defences. The effect is determined by how many Tiers of an Elemental Bond you have with the Element with the Triggering Associated Damage Type: •Tier 1+: You empower the Triggering effect to ignore any Damage Reduction the Target has for that Damage Type. •Tier 2+: The Triggering effect also ignores Resistances to the Damage Type.

You may use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Strengthened Connection

3rd Tier Circle of the Elements Feature

Your elemental connection becomes more powerful. Your Elemental Bond for the Elements Air, Earth, Fire, and Water, if they are not already, become Tier 2.

When in an appropriate Realm Primordial or in an area infused with strong elemental energy, for an Element where you have an Elemental Bond of Tier 3 or greater, you are treated as being in the presence of a Ley Nexus for World Speaker Features.

Your Elemental Form for your Wild Shaper Feature, along with entities summoned with the Summon Primordial spell gain the following modifications:

  • The HP is increased by 3 HP for every Hit Die the entity has.

  • If the entity starts their Turn in a space strong in the presence of their associated Element (like a river, boulder, a raging gale, or patch of fire), or for Primal Primordials if they are within 3m (Near) of you, the entity regains HP equal to half your World Speaker Level.



Master of the Outer Elements

4th Tier Circle of the Elements Feature

You have mastered channelling the elements for offensive and defensive means. You gain +1RP and your Elemental Bond for the Elements Air, Earth, Fire, and Water, if they are not already, become Tier 3.

Once per Turn, when you cast a spell that deals Cold, Fire, Force, or Lightning damage, choose one Target of the spell and add half your World Speaker Level to the spell’s initial damage for them.

You gain the Reactive Defence reaction.

World Speaker Reaction Card Reactive Defence RP Cost: 1RP Trigger: You take damage Effect: You channel your elemental power to create a defensive barrier. Until the start of your next Turn, you gain a bonus whose strength depends on your current form of Damage Reduction/Resistance against the Triggering Damage Type: •No Damage Reduction: You gain Reduction 10 to that Damage Type. •Damage Reduction: You gain Resistance to that Damage Type. •Resistance: You gain Immunity to that Damage Type.

You may use this reaction a number of times up to your Intuition (minimum of 1), replenishing expended uses upon completing a Long Rest.

In addition, the Overchannelled Casting reaction now, if you have an Elemental Bond Tier of 3 or more with the Triggering Element, ignore Immunities to its Associated Damage Type.



Circle of Hosts

Those who choose to join the Circle of the Host believe that the best way to protect natural environments is to become a walking biome, a host for nature. Some may become hosts to fungi or coral, others may host insects, birds, or small mammals or reptiles. All find that they can call upon the beings that call their forms home, in order to aid them when needed.

Speakers from this Circle may also be found wandering the world, finding rare entities to make their bodies home for, protecting their charges from a hostile world.

Hosts Circle Spells

World Speaker Level Spells
3rd Faerie Fire, Fog Cloud, Animal Messenger, Web
5th Gaseous Form, Noxious Cloud
7th Arcane Eye, Conjure Woodland Beings
9th Arcane Hand, Insect Plague

Swarm Bond

1st Tier Circle of Hosts Feature

Your bond with the entities inhabiting your form leads them to aid you in defence of their home. You Learn the Mage Hand Cantrip and have Advantage on Concentration Tests. Once per Turn, when you use a Channel the World Soul action, are hit by an Attack Roll, or hit another Target with an Attack Roll you can choose for one of the following effects to occur:

  • Forceful Swarm. A hostile entity you can see within your AoC must make a Physique Test against your Spell TG.

    On a failed Test, the entity is pushed a number of metres away from you equal to half your SB. This movement occurs after the effects of any Triggering Attack Roll or action has resolved.

  • Swarm Cloud. Until the end of your next Turn, your AoC becomes Half Cover for you and allied entities, and entities within your AoC are Lightly Obscured to all entities other than you.

  • Swarm Move. You can move immediately up to half your Movement speed, this does not provoke Opportunity Attacks. This movement occurs after the effects of any Triggering Attack Roll or action has resolved.

  • Swarm Shield. Until the end of your next Turn, you gain Damage Reduction X against all Damage Types bar Cosmic, Fire, and Entropic damage, where X equals your SB. This does affect any damage from a Triggering Attack Roll against you.

  • Swarm’s Rage. An entity you can see within your AoC, must make an Endurance Test against your Spell TG.

    On a failed Test, the Target takes 1d6 Poison damage and gains a Degree of the Poisoned condition. If they failed the Test by 5 or more, then they gain an additional Degree of the Poisoned condition.



Swarm Form

1st Tier Circle of Hosts Feature

You can become part of the swarm. You gain the following modification to your Wild Shaper Feature and Forms:

  • When using the Wild Shape Channel the World Soul action, you can choose to adopt the Swarm Form, this Form ignores Form Prerequisites for Wild Shape Customisations.

  • You can cast Hosts Circle Spells and the Mage Hand Cantrip, also ignoring Verbal and Somatic Components for these spells, whilst in an Animal or Swarm Form.

  • You may choose one more additional Wild Shape Customisation when adopting a Form, then normally allowed.


Swarm Form
Medium Swarm of Tiny/ Small Animals/ Flora

HT: 14 + Intuition (minimum of 1)

HP: 5 + your Intuition + (5 x your World Speaker Level)

Speed: 8m, Burrowing/ Climbing/ Flying/ Swimming 6m (Chosen when you take on the Form)

PHY 1
AGI YOUR INTUITION
END 2

Senses Passive Perception (10 + Intuition + SB)

Passive Traits

Swarm. You can occupy another entity’s space and vice versa, and you can move through any opening 3cm wide or larger. While occupying the same space as an allied entity they gain the benefits of Half Cover and are considered Lightly Obscured.

Actions

Multiattack. When you perform the Natural Weapons action, you make a number of separate attacks as part of the action equal to half your SB.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: World Speaker Spell Attack Modifier, Target: 1, Reach: 1m. Hit: Xd8 + SB Bludgeoning/ Piercing/ Slashing damage (chosen when you make the attack), where X equals half your SB, if this Form is Bloodied then Xd8 is replaced with 1d6.












Swarm Movement

2nd Tier Circle of Hosts Feature

You are able to channel your ability to become one with the swarm to assist your movement. When you gain this Feature, choose either Burrowing, Climbing, Flying, or Swimming. You gain the chosen Movement speed equal to your Walking speed, if you chose Flying you can Hover, and if you chose Swimming you can breathe underwater.

Whenever you would move you can become engulfed by your swarm, allowing you to move through occupied spaces without issue and you can squeeze through a space as narrow as 3cm wide, reappearing from your swarm when the movement has ended.

You also have Advantage on Trait Tests to escape a Grapple, gain Resistance to Poison damage, and have Advantage on Trait Tests made to resist, avoid, or end the Poisoned condition.



Enhanced Swarm

3rd Tier Circle of Hosts Feature

As you grow in power so do those that call your body home. You gain Tremorsense and Blindsight out to 3m, and have Advantage on Focus and Perception Skill Rolls.

The effects of your Swarm Bond Feature gain the following modifications:

  • Forceful Swarm. You can Target two entities with this effect, the distance each Target is pushed is equal to your SB, and they are knocked Prone once moved.

  • Swarm Cloud. You can choose to make entities Heavily Obscured to entities other then you, instead of Lightly Obscured.

  • Swarm Move. The distance you can move now equals your Movement speed.

  • Swarm Shield. The Damage Reduction X increases to be equal to half your World Speaker Level.

  • Swarm’s Rage. The Poison damage equals a Xd8, where X equals half your SB.

In addition, you do not need to sleep during a Long Rest, and can instead remain conscious during a Long Rest though only able to perform light Activities.



Hive Node

4th Tier Circle of Hosts Feature

The swarm becomes one with you. You gain Immunity to the Flanked condition and have Advantage on Initiative Tests.

You can speak telepathically to any entity you can see within 24m (At Range) of you.

In addition, you can form Soulbonds with a number of Items with the Parasite Item Tag equal to your Intuition (minimum of 1) without using any of your Soulbond Slots. You can end your Soulbond attachments to Items with the Parasite Item Tags without the normal negative consequences.



Circle of the Keepers

Some World Speakers find in their travels they will be entrusted with preserving the last offspring of a species near extinction. These Speakers will find common cause with others from the Circle of Keepers whose duty it is to ensure that species can survive and flourish. The bonds these Speakers have with their charge is an incredibly deep one with the companion gaining strength and benefits from their Speakers, leading to drastic changes of the companion which will aid in its survival.

Speakers from this Circle are found wandering the world, seeking to look after their charge whilst also aid in the safety of their species and that of other endangered entities.

Keepers Circle Spells

World Speaker Level Spells
3rd Cure Wounds, Reveal Tracks, Animal Messenger, Locate Animals or Plants
5th Conjure Animal Warden, Summon Animal
7th Freedom of Movement, Summon Fae
9th Greater Restoration, Summon Primordial

Primeval Companion

1st Tier Circle of the Keepers Feature

You form a bond with a juvenile endangered creature to join you in your travels, often an Animal but sometimes it can be a different entity. When you gain this Feature, you can choose any willing entity you have currently met that is capable of being your Companion to form a bond with; this Target replaces its current Stat Block with the Primeval Companion statistics presented below, with the Stat Block gaining the Entity Type(s) of the bonded entity.

This Primeval Companion follows the rules presented in the Class Companions section of the Other Rules Chapter of the Core Rules. If you have not met a suitable entity, you find a juvenile Animal to bond with.

Its game statistics are in the appropriate Primeval Companion Stat Block presented below, which uses your Skill Bonus (SB) in several places.

When it is reduced to 0 HP it leaves the battlefield to recover, effectively counting as being Taken Out of the Fight. Once you have finished a Short or Long Rest, you can whistle, and the Companion will return to you, if it can physically reach your current position.

The GG may determine the entity you form a bond with is unique, at which point any special Movement speeds, Senses, passives, actions, reactions, etc are applied to the Primeval Companion Stat Block. Any Traits the entity had that are higher than those presented in the Companion’s Stat Block may use the higher values instead.

If you do not already have one with your Companion, you gain a Shared Bond Concept with your bonded Companion “Lifelong Companion”. A Bond Concept with your Primeval Companion does not count against the number of Shared Bond Concepts you can have at any one time.

You can use the Summon Spirit Channel the World Soul action for 1AP, when you use this action you can choose to instead of summoning a Familiar choose to restore Xd10 HP, where X equals half your Skill Bonus, for your Primeval Companion so long as you can see them within 12m (At Range) of you, and grant them Advantage on the next Trait Test they make.

You gain an additional Companion Feat. Your Primeval Companion also gains a Companion Upgrade Point and an additional Wildshape Customisation (See Appendix B), for each Tier you have unlocked of this Circle.


Primeval Companion
Tiny/ Small Variable (Class Companion, Primeval Companion)

HT: 14/ 13 + SB

HP: 14 + SB + [5x World Speaker Level]

Speed: 8m


Initiative: -

Hit Die: [World Speaker Level]d10

PHY 2 KNO -1
AGI 2 INT 2 SB YOUR SB
END 3 DET 0

Senses Nightvision (12m), Passive Perception (10 + SB)

Languages Understands any Language the World Speaker knows

Passive Traits

Bonded Ally. You can add your SB to any Trait Test that the Companion makes. It also gains the benefits of your Marked condition, and is treated as a Familiar from the Summon Spirit Feature for benefits gained from your World Speaker Features.

Whenever you would restore your own HP, your Companion recovers the same amount of HP as long as they are within 2m (Near) of you.

Any World Speaker actions that affect you, also affects your Companion at no additional cost.

Companion Communication. You can communicate telepathically with your Companion; they must be able to see you and they must be within a number of metres of you equal to double your World Speaker Level. This communication does allow your Companion to communicate back, though their communication towards you works as if you were communicating with the Converse with Animals spell.

Unique Nature. Your Companion can select 2 Wildshape Customisations from the Appendix B to better reflect the Companion’s Nature. The Companion is treated as a Form of Land for Prerequisites, unless your chosen animal suits another Form. It also uses your Elemental Bonds for meeting Elemental Bond Prerequisites.

Actions

The Companion has 2AP and 1RP.

Multiattack. When the Companion performs the Natural Weapons action, you make a number of separate attacks as part of the action equal to half your SB.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 1m. Hit: 1d8 + Your Intuition + SB Force damage.

Reactions

Blow Block (1RP). Trigger: The Companion can see an entity hitting a Target within the Companion’s AoC with an Attack Roll. Effect: The Target instead takes half the damage. The Companion takes the remainder of the damage.











Keeper’s Knowledge

1st Tier Circle of the Keepers Feature

You are adept at forming bonds with the outer elements and utilising this bond to call on the elements for aid. You Learn the Fae Language and another two Languages of your choice.

You may take the Study action for 1AP. You can choose to take the Study action to see if, with your keeper’s knowledge, you know about local entities of note, or legendary or noteworthy areas or Items. You gain a Keeper Bonus to this Knowledge Test equal to half your World Speaker Level, to see whether you know some relevant information. Depending on the result of the roll depends on how common the knowledge you receive is, as shown in the Table. If you roll an Inspired Event increase the degree of knowledge learnt by one.

TG Degree of Knowledge Learnt
10 Common knowledge, known by at least a substantial group of the local population.
20 Uncommon, but still somewhat public, only known by a few people.
25 Obscure, known by very few people, is difficult to find normally.
30 Extremely Rare, known by a select few individuals.

The result above is only as accurate as the people who would have passed this information onto you. A successful Keeper’s Knowledge Study Test targeting a Magic Item, of an appropriate result for the rarity and fame of the Item, acts like the Identify spell, even if the Item is not within Touch Range.

You can use the Study action for a Keeper’s Knowledge Test a number of times equal to your Skill Bonus, and you regain all expended uses when you finish a Long Rest.

In addition, when making Trait Tests as part of the Socialise action, on a failed Test you can choose to expend a Vision Die to add the Die’s result to the Test’s TTV, potentially turning a failure into a success.



Empowered Companions

2nd Tier Circle of the Keepers Feature

Your bond with your Companion’s grant them greater power. You Primeval Companion gains the following benefits:

  • Size Increase. Your Primeval Companion’s Size Category increases to a Medium Sized entity.

  • HT Decrease. Your Primeval Companion’s HT calculation decreases to 12 + SB.

  • Trait Increase. Your Primeval Companion’s Endurance increases by 1, and either its Physique or Agility increases by 1.

  • Companion’s Evasion. When your Primeval Companion would have to make a Trait Test to resist or avoid an effect that would deal half as much damage on a successful Test, the Companion takes no damage on a successful Test, and half as much damage on a failed Test.

  • Quickened Form. Your Primeval Companion’s Walking speed increases by 2m, its AP increases by 1, and it can perform the Disengage and Dodge actions for 1AP.

  • Spell Bond. When you cast a spell with a Range other than Self, you can choose to count the spell as having been cast from your Primeval Companion’s location, though you must still be able to see the Target of your spell from where you are.

Your Companions with the Summoned Companion Tag gain the following benefits:

  • HP Increase. Your Summons increase their HP by half your SB for each Hit Die they have.

  • Bonded Summons. Your Summons gain the Shared Bond Concept “Keeper’s Summon” with you, these do not count against the number of Shared Bond Concepts you can have at one time. You can add your SB to any Trait Test that the Summon makes. It also gains the benefits of your Marked condition and is treated as a Familiar from the Summon Spirit Feature for benefits gained from your World Speaker Features.

  • Magical Attacks. Your Summons' attacks are counted as magical.

  • Wild Summons. Your Summons gain a number of Wild Shape Customisation equal to half your SB, chosen when they are summoned.



Summoner’s Aura

2nd Tier Circle of the Keepers Feature

So long as you are not Incapacitated, you emit an aura a number of metres equal to your Skill Bonus, that affects you and allied entities of your choosing. This Aura does not pass through Total Cover. When you complete a Rest, you can choose one of the following Aura effects to apply to affected entities:

  • Berserker’s Aura. Affected entities have Advantage on Physique Tests and Attack Rolls, and deal an additional 1d8 damage with Weapon Attacks, Unarmed Strikes, and Natural Weapons.

    Your Primeval Companion and entities with the Summoned Companion Tag gains a +X AP Bonus, where X equals half your SB.

  • Mender’s Aura. Affected entities have Advantage on Intuition Tests, bar Attack Rolls, and Trait Tests made as part of the Study action, and when one or more affected entities is Targeted by a spell of 1st Circle or higher that restores HP, or you use a Channel the World Soul action, all affected entities recover HP equal to your World Speaker Level.

    Your Primeval Companion and entities with the Summoned Companion Tag, when they would have their HP restored increase the size of the dice rolled to determine the HP restored by 1.

  • Scout’s Aura. Affected entities have Advantage on Agility Tests, bar Attack Rolls, and Trait Tests made as part of the Seek action, and increase their Walking speed by a number of metres equal to half your SB.

    Your Primeval Companion and entities with the Summoned Companion Tag also gain any Movement speeds, bar your Walking speed, you currently have at the same speed where yours is greater than their own.

  • Warden’s Aura. Affected entities have Advantage on Endurance Tests, bar Attack Rolls, and Focus Skill Rolls, and affected entities at the start of their Turns gain BP equal to 5 + your World Speaker Level.

    Your Primeval Companion and entities with the Summoned Companion Tag gains Resistance to all Damage Types bar Cosmic and Entropic damage.

Once per Turn, you may also change your chosen Aura effect by expending a use of your Channel the World Soul Feature.

Your Primeval Companion, so long as they are not Incapacitated emits the same Aura, though your Companion’s Aura is only emitted out to their AoC. It uses the same Aura effect as you and entities can only benefit from one of yours or your Companion’s Aura at one time.



Strengthened Connection

3rd Tier Circle of the Keepers Feature

Your connection to your companions grants them new abilities. When your Primeval Companion or an allied entity with the Summoned Companion Tag ends their Turn within the Summoner’s Aura emitted by you, they can recover HP equal to half your World Speaker Level.

When casting a spell with the Summoning Spell Tag, you can summon an additional entity. Concentration on spells with the Summoning Spell Tag cannot be broken due to receiving damage.

Your Primeval Companion and Companions with the Summoned Companion Tag gain +1AP and +1RP.

You Primeval Companion gains the following benefits:

  • Size Increase. Your Primeval Companion's Size Category increases to a Large Sized entity.

  • Trait Increase. Your Primeval Companion's Endurance increases by 1, and either its Physique or Agility increases by 1.

  • Sharpened Weapons. The Natural Weapon’s damage die increase from 1d8 to 1d10

  • Modify Size. Your Companion gains the Alter Size action.

    Alter Size (1AP). Your Companion can choose to either be Medium sized or its default Size per the current Size increase effect.



Mastered Connection

4th Tier Circle of the Keepers Feature

You have mastered your connection to the entities of creation. The Duration of spells with the Summoning Spell Tag are doubled, and entities summoned with this spell gain your Primeval Companion’s Companion’s Evasion per the Empowered Companions Feature.

When you would gain the Bloodied or Desperation condition, or be reduced to 0HP, your Primeval Companion or Companion’s with the Summoned Companion Tag, within 12m (At Range) of you can use their reaction (1RP) to expend any number of Hit Die to recover your HP equal to the total of the Hit Die rolls + your Intuition (minimum of 1).

You Primeval Companion gains the following benefits:

  • Size Increase. Your Primeval Companion's Size Category increases to a Huge Sized entity.

  • Trait Increase. Your Primeval Companion's Endurance increases by 1, and either its Physique or Agility increases by 1.

  • Thickened Hide. Your Primeval Companion’s Hit Die increases in size from 1d10 to 1d12.

  • Slowed Ageing. For every 25 Years that pass, your Companion ages only 1 Year.

  • Modify Size. When your Companion uses their Alter Size action, you can expend a use of your Channel the World Soul Feature to increase the size of your Companion to Gargantuan for Duration of the Encounter/Scene. Increasing their HP to 25 + [10x World Speaker Level].

    At Level 20 you can choose instead to increase your Companion’s Size to Titanic with it using your appropriate Titanic Wild Shape Stat Block though keeping its Actions, Reactions, and Passive Traits.



Circle of the Land

Those speakers who join the Circle of the Land, find themselves attuning to the world around them gaining power from the lands they find themself in, the local fauna and flora, and other local elements filled with primordial power.

Speakers from this Circle can be found around Ley Nexi acting as protectors of these fonts of power as well as looking after specific areas ensuring that land and denizens that call it home are protected from hostile forces.

Attune to the Land

1st Tier Circle of the Land Feature

You draw strength from the land around you. When you complete a Long Rest, select one of the following Terrain Types that can be found in the region you currently are located, Arctic, Desert, Jungle, Mountainous, Plains, Samps, Urban, Underground, Underwater, or Woodland. If the Long Rest is on a Ley Nexus you may choose any Terrain Type.

A number of Features from this Circle will alter based on the Terrain chosen including this Circle’s Circle Spells as shown below.

Arctic Circle Spells

World Speaker Level Spells
3rd Elemental Bolt, Frost Dart, Continual Flame, Freezing Blast
5th Sleet Storm, Tiny Hut
7th Freedom of Movement, Ice Storm
9th Cone of Cold, Hold Entity

Desert Circle Spells

World Speaker Level Spells
3rd Burning Hands, Longstrider, Blur, Gust of Wind
5th Fire Breathing, Fireball
7th Create Food and Water, Hallucinatory Terrain
9th Dawn Strike, Mislead

Jungle Circle Spells

World Speaker Level Spells
3rd Poisonous Bolt, Purify Food and Drink, Reinforced Stamina, Web
5th Noxious Cloud, Plant Growth
7th Death Ward, Regen
9th Contagion, Tree Stride

Mountainous Circle Spells

World Speaker Level Spells
3rd Feather Fall, Razor Wind, Gust of Wind, Spider Climb
5th Fly, Lightning Bolt
7th Ice Storm, Stone Shape
9th Cone of Cold, Passwall

Plains Circle Spells

World Speaker Level Spells
3rd Longstrider, Razor Wind, Misty Step, Pass Without Trace
5th Daylight, Lighting Bolt
7th Freedom of Movement, Minor Note of Endurance
9th Hold Entity, Tree Stride

Swamp Circle Spells

World Speaker Level Spells
3rd Burning Mixture, Detect Poison and Disease, Acid Arrow, Darkness
5th Noxious Cloud, Water Walk
7th Blight, Minor Note of Endurance
9th Contagion, Insect Plague

Urban Circle Spells

World Speaker Level Spells
3rd Disguise Self, Quick Read, Knock, Locate Object
5th Charmed Service, Nondetection
7th Locate Individual, Private Sanctum
9th Flash Mastery, Mirror Message

Underground Circle Spells

World Speaker Level Spells
3rd Faerie Fire, Stone’s Throw, Nightvision, Spider Climb
5th Meld into Stone, Nondetection
7th Greater Invisibility, Stone Shape
9th Earth Breathing, Passwall

Underwater Circle Spells

World Speaker Level Spells
3rd Protection from Other Realms, Water Breathing, Mirror Image, Misty Step
5th Protection from Energy, Water Walk
7th Control Water, Freedom of Movement
9th Dispel Other Realm, Telepathic Bond

Woodland Circle Spells

World Speaker Level Spells
3rd Goodberry, Jump, Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Conjure Woodland Beings, Regen
9th Awaken, Tree Stride


Marked by the Land

1st Tier Circle of the Land Feature

Your connection with the land, marks you as a friend. You have Advantage on Trait Tests made as part of the Socialise action when interacting with entities with the Animal, Flora, and Primordial Entity Type, and they are innately aware of your connection to the land.

When an entity with the Animal, Flora, or Primordial Entity Type attacks you, that entity must make a Determination Test against your Spell TG. The entity is Immune to this effect if you have performed an action to make you hostile such as attacking the entity, healing an entity that harmed them, or attempting to apply a condition on them.

On a failed Test, the entity must choose a different Target for the attack, or the attack automatically misses.

On a successful Test, the entity is Immune to this effect for 1 Day.

The entity is aware of this effect before it makes its attack against you.



Natural Recovery

1st Tier Circle of the Land Feature

You draw power from the land to heal your wounds and likewise give of your own reserves to heal the land. After completing a Short Rest whilst in your chosen Terrain Type or on a Ley Nexus, you can recover expended Spell Slots whose total Spell Circle equals your World Speaker Level, while each Spell Slot’s Circle can be no greater than your Skill Bonus.

You gain the Land’s Healing and Rejuvenate the Land actions.

World Speaker Action Card Land’s Healing AP Cost: 1AP Requirement: You are on a Ley Nexus or in your chosen Terrain Type Cost: A number of unexpended Hit Dice up to half your SB Effect: You draw strength from the land to heal your wounds. You restore HP equal to the total roll of your expended Hit Dice + your Intuition. World Speaker Action Card Rejuvenate the Land AP Cost: 2AP Cost: 2 Hit Dice Range: Self Area of Effect: Xm Cube, Centred on You, where X equals your Intuition (minimum of 1) Effect: You lend your life to heal the land. You purify the AoE removing from the soil, water, and plants, any Diseases, Poisons, or non-magical contamination in that area.


Land’s Aid

2nd Tier Circle of the Land Feature

The land itself gives way to protect its guardian. Whilst on a Ley Nexus or in your chosen Terrain Type, you may cast each Circle of Spell you can Prepare once without using a Spell Slot, once you have cast it this way you cannot do so again until you have completed a Long Rest.

Whilst on a Ley Nexus or in your chosen Terrain Type, your Circle spells have their Casting Time reduced by 1AP (minimum of 1AP), and you may ignore Material Components of your Primordial spells that are not Consumed nor have a GP cost. When a Material Component would be consumed, roll a d100. If the result is equal to or less than your World Speaker Level it is not Consumed.

Moving through nonmagical Difficult Terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.



Nature’s Ward

3rd Tier Circle of the Land Feature

You connection to the land keeps you safe from threats. You are Immune to the Poisoned condition and Diseases. You gain Resistances to Damage Types associated with your chosen Terrain Types as shown below.

Terrain Type Damage Type
Arctic Cold
Desert Fire
Jungle Poison
Mountain Lightning
Plains Thunder
Swamp Necrotic
Urban Acid
Underground Force
Underwater Cold
Woodland Radiant

You may also choose to apply the above Damage Types to your Wild Shape Animal Form’s Natural Weapons as well as your Weapons, Unarmed Strikes, and Cantrips.

In addition, your Attune to the Land Feature lets you select two Terrain Types appropriate to the region you currently are located.

If only one Terrain Type is appropriate, then you can select a second from a previous location you have visited, however you do not gain access to that Terrain’s Circle Spells.



Preserver’s Grace

3rd Tier Circle of the Land Feature

You have the power to preserve or aid the World Soul in recovering from great upheaval or the actions of a few malicious souls. You know the Rite of Purification and the Rite of Restoration rites, and always have the Lesser Restoration and Greater Restoration spells Prepared.

You have Advantage on Trait Tests to perform these Rites, and if performed on a Ley Nexus, these are treated as having a Power [your Intuition] assistance instead of the normal value and the Range of the area affected becomes the area between this Ley Nexus and its neighbouring Ley Nexi.



Nature’s Protection

4th Tier Circle of the Land Feature

The land repays those sworn to protect it. While you are not Incapacitated the terrain adjusts to protect you, granting all allied entities in your AoC Half Cover, and allied entities within your AoC ignore nonmagical Difficult Terrain as if they were affected by your Land’s Aid Feature, and gain the Resistances you gained with the Nature’s Ward Feature.

If you would be reduced to 0 HP or unwillingly Incapacitated, a number of Animals equal to your Intuition (minimum of 1), each with a CR equal to or below half your Skill Bonus appear around you. They will attempt to protect you from harm and attack any entity that tried to harm you in the last Minute. They will leave upon you recovering Hit Points or no longer being Incapacitated.



Circle of Life

Those who choose to join the Circle of Life attune themselves the Realms of Wood, also known as the Realms of Life. From this realm they gain a strong connection restorative magic and tending to the flora of the world.

Speakers from this Circle may be found in certain communities acting as healers, though many tend to instead live as hermits where they can focus on tending to the plants around them and studying their uses in medicinal solutions. This seclusion often grants many who pursue this circle time to focus on listening to the whispers of the World Soul.

Life Circle Spells

World Speaker Level Spells
3rd Goodberry, Purify Food and Drink, Assize, Lesser Restoration
5th Minor Chorus of Healing, Revivify
7th Radiance of Life, Radiance of Life
9th Greater Restoration, Tree Stride

Life Bond

1st Tier Circle of Life Feature

You form an elemental bond with the Realms of Wood. You gain a 1st Tier Elemental Bond with the Wood Element.

Your Elemental Bond Tier with the Wood Element always increases to be equal to the Tiers of this Circle, should it be lower.

Both the Familiar from the Summon Spirit and Forms from the Wild Shape Channel the World Soul actions gain the Flora Entity Type.



Lillies of Life

1st Tier Circle of Life Feature

Your ability to manipulate the energies of the Realm of Life are unparalleled. When you cast a Restoration School Spell that restores HP or use an action bestowed by the Wild Mender Feature. Increase the number of dice rolled by 1, if there are multiple size of die used to determine the HP restored increase only the number of the largest size die by 1.

When you cast a Restoration School Spell that restores HP you gain a Lily Charge, this is doubled if one or more of the dice rolled roll their highest possible result. You also gain two Lily Charges whenever you use an action bestowed by the Wild Mender Feature. You can only have a number of Lily Charges equal to your Skill Bonus at any one time, and any unused Lily Charges are lost when you complete a Long Rest.

You may expend a number of Lily Charges equal to the Circle of a Restoration School Spell you are casting, when you do so the Casting Time of the spell is reduced by 1AP (to a minimum of 1AP).



Floral Form

2nd Tier Circle of Life Feature

You connection to the Realms of Wood, have partly altered your form, granting it many plant-like features. You gain the Plantoid Ancestry in addition to your other Ancestries, immediately gaining one Plantoid Ancestry Feature.

As your plant-like form manages to grow natural equivalents to many spell components, you do not require Material Components for Restoration School Spells, unless they have a cost in GP greater than 50 GP or that are Consumed by the spell.

They also give you Advantage on Trait Tests made as part of performing Restoration School Rites.



Restoration Mastery

3rd Tier Circle of Life Feature

Your mastery of healing magic allows you to get the most out of the simplest incantations. Your healing abilities gain the following benefits:

  • If a spell that recovers HP does not already do so, add your Intuition to the amount of HP granted by the spell. If it already does add your Intuition, add your Skill Bonus to the HP restored as well.

    Add your Skill Bonus to the HP restored by actions bestowed by the Wild Mender Feature.

  • When casting/performing a Restoration School Spell or Rite, where you choose one or more options for the spell/rite’s effect from a provided list, increase the number of options you can choose by 1.

  • The Greater Restoration spell can, if cast as an Activity during a Short or Long Rest, or during a period of travel, reduce a Severe Scar Concept into a Moderate Scar Concept.

  • Whenever a spell is cast using a Lily Charge, you gain a Blood Lily Charge. You may only have three Blood Lily Charges at any one time, any unused charges are lost when you complete a Long Rest.

    You can expend three Blood Lily Charges to cause a 2AP Restoration School Spell that restores HP to a Target to, instead of recovering HP, deal Radiant damage equal to the amount of HP that would normally be healed to the Target. Any other effects of the spell are also not applied.

    Blood Lily Charges can only be expended to affect a spell whose Duration is Instantaneous, they also have no effect on the Mass Heal and Note of Healing spells.



One with the Lifestream

4th Tier Circle of Life Feature

You have an innate connection to the Realms of Life. You gain the following benefits:

  • Whenever you complete a Short or Long Rest, you gain a number of Lily Charges equal to half your SB.

  • Whenever you complete a Long Rest, you gain one Blood Lily Charge.

  • You may expend a Lily Charge, to cast either the Cure Wounds or Lesser Restoration spells at their base Circle, without expending a Spell Slot for 0AP.

  • You are Immune to Diseases, Poison damage, and the Poisoned condition.

  • Actions bestowed by the Wild Mender Feature, now instead of rolling dice heals the largest possible amount of HP, this does not affect spells stored in Items via the Wild Mender action.



Circle of the Shaper

The speakers from this Circle have focused purely on mastering their abilities to Wild Shape, in order to acts as defenders of the World. Often found fighting threats from other Realms, these speakers are found where threats to the world are most prevalent, something that had led to many channelling the powers of the moon both symbolically and literally to aid in the destruction of these forces of darkness.

Members of this Circle may also be found spread amongst other Circles, to provide aid and protection to allow them to perform their duties without distractions. Some also are sent out to aid adventuring parties in the destruction of evil forces.

It is however the Circle of the Shapers that have the greatest mark on their storied history, long ago it is said a number of Circles of the Shaper were cursed by the evil they fought against. This curse turned their connection to the moon which thy drew strength from against them, leading to them becoming the first lycanthropes.

Shaper Circle Spells

World Speaker Level Spells
3rd Detect Other Realms, Protection from Other Realms, Moonbeam, Wind Dance
5th Elemental Step, Temporal Rush
7th Banishment, Blessing of the Wilds
9th Dawn Strike, Dispel Other Realm

Combat Casting

1st Tier Circle of the Shaper Feature

You have learnt how best to use your magic in the heat of battle. You can cast Protection School Spells and Shaper Circle Spells whilst under the effects of the Wild Shape action.

You can ignore Verbal and Somatic Components, and Material Components without a GP cost or that are Consumed, for Protection School Spells and Shaper Circle Spells when in your Wild Shaper Forms.

For each Tier of this Circle you gain, you gain one Wildshape Customisation (See Appendix B) that effects both your normal Form and Wildshape Forms. You cannot pick any Customisation with this that have a Form Prerequisite.



Improved Shaper Forms

1st Tier Circle of the Shaper Feature

You have learnt to take on a greater number of forms to better to protect the world. You gain the following modification to your Wild Shaper Feature and Wild Shape Forms:

  • You may choose for your Form of the Land to be a Huge Size Category, for this size Form its Agility is 1 and its Endurance is 5. The base HP for this Size Category Form is 45.

  • You may choose for your Form of the Sea to be a Huge Size Category, for this size Form its Physique is 5 and its Agility is 2. The base HP for this Size Category Form is 45.

  • If your HT is greater than the Form’s normal HT, you may use your own HT instead.

  • When you use the Wild Shape action, the Form gains BP equal to your 3 x your World Shaper Level.

  • The Natural Weapons of your Wild Shape Forms add your Intuition to their Damage Roll, with the exception of your Titanic Forms which instead add double your Intuition to their Damage Rolls.

  • You always have the Nightvision Customisation applied to your Forms, and you may choose one more additional Wild Shape Customisation when adopting a Form, then normally allowed.



Moon-Touched Forms

2nd Tier Circle of the Shaper Feature

You channel the moon’s power into your Form’s Strikes. You gain Resistance to Radiant damage. You may choose for your Form’s Natural Weapons and your Unarmed Strikes to deal Radiant damage instead of the normal Damage Types. No matter the Damage Type chosen they always count as having the Silvered Weapon Property.

You gain a Primal Bonus to Concentration Tests equal to your Intuition (minimum of 1).

Your Improved Shaper Forms Feature now modifies the Form of the Sky, letting you choose a Large Size Category Animal, for this size Form its Physique is 3 and its Endurance is 4. The base HP for this Size Category Form is 20.



Walking the Hidden Paths

3rd Tier Circle of the Shaper Feature

Members of this Circle often have to travel either to offer protection to other Circles or to deal with rising dangers, as such they have learnt to access many hidden paths through the world. You always have the Dimension Door and Transportation via Plants spells Prepared, they can be cast as if they were Shaper Circle Spells per the Combat Casting Feature.

You gain the Nature’s Paths action.

World Speaker Action Card Nature’s Paths AP Cost: 1AP Target: An unoccupied space you can see within Range Range: 6m | Near Effect: You tread through the hidden paths to appear when needed. You can Teleport to the Target space. If you make an Attack Roll the same Turn after you use this action, you can make that Attack Roll with Advantage as you exploit your opponent’s surprise.

You may use this action a number of times up to your Intuition (minimum of 1), replenishing expended uses when you complete a Long Rest. You may also expend a 2nd Circle or higher Spell Slot, to use this action without expending a use of the action.



Master Shaper

4th Tier Circle of the Shaper Feature

You have mastered the ability to subtly alter your own form as needed. You always have the Alter Self spell Prepared. You can cast the spell at will for 1AP, without requiring a Spell Slot. You can also choose instead of a listed alteration to grant yourself two Wild Shape Customisation options.

Your Wild Shape Animal Forms gain the following modifications:

  • You may choose for your Form of the Land to be a Gargantuan Size Category, for this size Form its Agility is 0 and its Endurance is 6. The base HP for this Size Category Form is 75.

  • You may choose for your Form of the Sea to be a Gargantuan Size Category, for this size Form its Physique is 6 and its Agility is 1. The base HP for this Size Category Form is 75.

  • You may choose for your Form of the Sky to be a Huge Size Category, for this size Form its Physique is 3 and its Endurance is 5. The base HP for this Size Category Form is 35.



Circle of Thunder

Those who choose to join the Circle of Thunder attune themselves to the Realms of Thunder. From this realm they gain a strong connection to the raw elements of nature, often able to help ensure that the most extreme weather phenomena cannot destroy without restraint.

Speakers from this Circle may be found in certain communities acting as protectors from violent storms and wardens of set regions, especially those where the natural world is vulnerable to extreme changes, leading to many also acting as conservationists.

Thunder Circle Spells

World Speaker Level Spells
3rd Sonic Push, Thunderwave, Cloud Shape, Shatter
5th Call Lightning, Echo Step
7th Echoed Pain, Freedom of Movement
9th Call the Primordial, Mirror Message

Thunderous Bond

1st Tier Circle of Thunder Feature

You form an elemental bond with the Realms of Thunder. You gain a 1st Tier Elemental Bond with the Thunder Element.

Your Elemental Bond Tier with the Thunder Element always increases to be equal to the Tiers of this Circle, should it be lower.



Conflux of Wind & Water

1st Tier Circle of Thunder Feature

Your connection to the Realms of Thunder grants you the power to shape the elements of the storm. You gain a 1st Tier Elemental Bond with the Air and Water Elements if you do not already have them. You may treat spells with the Air and Water Spell Tags as having the Thunder Spell Tag for you.

When casting spells with the Air and Water Spell Tags, you can replace the Damage Type with Thunder damage.

In addition, whenever you start casting a spell of 1st Circle or higher you gain an additional effect depending on which Spell Tag(s) it has:

  • Air. Lightning charges you. While you have this Charge, when you use the Thunder Spell Tag effect of this Feature, you can expend the Charge to increase the Range of its effect by 3m and replace the Damage Type with Lightning Thunder damage. You can only have 1 Charge from this effect at a time.

    You can choose not to gain a Charge and gain the benefit immediately gaining its effect.

  • Thunder. Thunder erupts from you. This eruption of noise causes entities you choose within your AoC + 1m to take Thunder damage equal to half your World Speaker Level.

    If an entity is within your AoC, no more than one Size Category larger than you, and Targeted by this effect, they are pushed back a number directly away from you equal to half your SB.

  • Water. You can choose to drench your Target. The Target gains Vulnerability against the next source of Lightning or Thunder damage that affects them. It does not apply to the Thunder Spell Tag effect of this Feature.



Storm’s Power

2nd Tier Circle of Thunder Feature

The power of the storm is yours to wield. When you start casting a spell of 1st Circle or higher with the Thunder Spell Tag, you may choose to before you resolve the effects of the Conflux of Wind and Air Feature or after the spell has resolved, you can move up to half your Walking speed with a Flying speed, which does not provoke Opportunity Attacks.

You gain the Control the Storm action and Thunderous Strike reaction.

World Speaker Action Card Control the Storm AP Cost: 1AP Effect: You can control aspects of the weather. If it is raining, you can use this action to cause the rain to stop falling in a 5m-Radius Sphere, Centred on You. If it is windy, you can use this action each Round to choose the direction that the wind blows in a 20m-Radius Sphere, Centred on You. The wind blows in that direction until the end of your next Turn. This Feature doesn’t alter the speed of the wind. You can end either effect as an action (1AP). World Speaker Reaction Card Thunderous Strike RP Cost: 1RP Trigger: You hit a Target with a Weapon Attack, Unarmed Strike, or the Natural Weapon of your Wild Shape Forms Range: 6m | Near Effect: You channel the power of thunder into your blows, causing the sound of the blow to echo of as a deafening peel. Each entity, bar you, within Range must make an Endurance Test against your Spell TG. On a Failed Test: The entity takes Xd6 Thunder damage, where X is equal to your Skill Bonus and gains Impaired (Hearing) until the start of your next Turn. On a Successful Test: The entity takes half as much damage.

You may use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Echoed Spells

3rd Tier Circle of Thunder Feature

Like thunder your spells echo in effect. When casting a spell with the Thunder Spell Tag, you may choose to expend a use of the Channel the World Soul Feature, if you do so, on your next Turn you can cast the same spell again. The echoed spell’s Casting Time is reduced by 1 AP (to a minimum of 1AP), it does not expend a Spell Slot though if cast at a higher Circle, it is cast 1 Circle lower, it does not have to have the same Target, any damage dice rolled are reduced in size by 1 (to a minimum of 1d4), and Degrees of conditions bestowed are reduced by 1 Degree.

You can cast spells with the Thunder Spell Tag and Thunder Circle Spells whilst under the effects of the Wild Shape action, when casting them this way you can ignore Verbal, Somatic Components, as well as Material Components without a GP cost or that are Consumed.

In addition, your Conflux of Wind and Water and Storm’s Power Features treat using a Channel the World Soul action as Casting a 1st Circle Spell with the Air, Thunder, and Water Spell Tags.



Storm Monarch

4th Tier Circle of Thunder Feature

The storm is yours to control. When you move with the Storm’s Power Feature, you can choose to either move up to your Walking speed with a Flying speed, or choose a number of allied entities, you can see within 12m (At Range) of you, up to your Intuition (minimum of 1). The chosen allied entities gain a Flying speed equal to your Walking speed until the end of the Encounter/Scene, though you may expend a use of your Channel the World Soul Feature to increase this benefit’s Duration to 1 Hour.

You always have the Control Weather spell Prepared. When you cast the Control Weather spell, it gains the following modifications:

  • If your chosen conditions would present a hazard to entities within the spell’s area, you can select entities, structures, vehicles, and objects to be unaffected by the chosen weather levels. Some examples of how this may have an effect is the wind may not affect their projectiles and there is no risk of them being hit by lightning from a storm.

  • You can choose to not need to roll for Precipitation or Wind Tables, instead selecting an option of your choice. However, the Duration is decreased to an Hour but without Concentration being required.

You can cast the Control Weather without requiring a Spell Slot for 2AP. Once you have cast the spell this way, you cannot do so again until you have completed a Short or Long Rest.