Animist

Whether new to the spirits of the land or a longtime ally, becoming an animist reveals to you the greater mysteries in communing with these entities and profiting from them. The spirits awaken all around as you travel through the wild places, causing stones to shift, plants to sway, and natural creatures to welcome you with playfulness and cheerful greetings.

Level 7 Animist

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Animism, Spells: One master
Aid of the Nature Spirits (Magical): Spirits aid you constantly. Your reach becomes 5 and when you cast a spell that would originate from you, you can have the spell originate from any point you can reach. You gain the Strider trait, and you can pass through ordinary and magical plants unimpeded. You leave tracks only when you choose and can alter your tracks and those of other creatures to resemble those of different creatures. Neither animals nor plants harm you unless you harm them first.

Level 8 Animist

Health: +6
Spells: One master
Wild Elemental (Magical): You can use an action to invite a nature spirit into a plant, rock, or some other natural feature within 10 yards. The spirit animates the thing it inhabits until the end of your turn, at which point the spirit departs. Target up to five creatures or objects inside a Size 5 space centered on the natural feature you chose. For each target, make a Will roll with 1 boon against its Agility. On a success, the target takes 4d6 damage, falls prone, is moved up to 5 yards across the ground in a direction you choose, and becomes vulnerable until the end of your next turn. Once you use this talent, you lose access to it for 1 minute.

Level 10 Animist

Health: +6
Spells: One master
Nature Merge (Magical): You can use an action to merge your soul with those of the nature spirits that follow you. For 1 hour, you have the following benefits and drawbacks: