Wild Guardian

There’s magic everywhere in the world, but the best, purest expression of magic comes from the wilderness. Your connection to such places opens a dialogue between you and the nature spirits. These spirits could be the small gods of the trees, rocks, and rivers; for- gotten deities who have all but faded away; faeries who haunt the borders between their fantastical realms and the known world; or other powers such as the Wild Woman or the Horned Lord.
By protecting natural places, you receive gifts from the spirits of the land that let you move more freely through the wilderness, never need fear hunger or thirst, and find shelter whenever you grow weary. Ley lines reveal themselves to you so you can speed your travel from place to place, and animals and plants regard you with friendship rather than fear and hostility.

Level 3 Wild Guardian

Attributes: Increase two attributes by 1 each.
Health: +4
Languages: Any one
Traditions: One, Spells: Two expert
Blackthorn Staff (Magical): You have a magical quarterstaff made from blackthorn wood. While you carry it, you impose 1 bane on rolls to attack you, increase your Speed by 3, and benefit from the Strider trait. In addition, when you attack with the staff, you can use your Will in place of the attribute you would normally use, make the roll to attack with 1 boon, and the attack deals 2d6 damage. The damage increases to 3d6 at level 6 and 5d6 at level 9.
If you lose the staff, you can create a replacement by performing a ritual. When you finish, the original staff crumbles to ash and a new one rises from the ground in an empty space within 5 yards.

Level 4 Wild Guardian

Health: +4
Spells: One expert
Natural Allies (Magical): You can use an action to call for aid from nature. The aid comes in the form of an animated vine, a falling branch, a serpent in the grass, a swooping hawk, a mob of cockroaches, or a particularly unfriendly squirrel. Target one creature or object within 10 yards. Make a Will roll against the target’s Agility. On a success, the target takes 4d6 damage. The damage increases to 6d6 at level 6 and to 9d6 at level 9. On a critical success, the target also falls prone and is dragged up to 5 yards into an empty space of your choice.

Level 6 Wild Guardian

Health: +4
Spells: One expert
Wild Protection (Magical): The nature spirits guard you. You become immune to exposure, nature provides you, and you and alone, with food to eat and water to drink. In addition, you take half damage from cold, fire, and lightning. Finally, you are invisible for as long as you rest outdoors.

Level 9 Wild Guardian

Health: +4
Spells: One master
Shambling Servant (Magical): You can use an action to assemble an ally from plant matter. Target one Size 2 space within 5 yards. A shambling servant forms on the ground in that space and stands up. The shambling servant remains in your service for 1 hour, but collapses into a heap of vegetable matter if it becomes incapacitated. When the effect ends, its body produces food enough to feed up to 10 people for 1 day. Once you use this talent, you lose access to it until after you rest.

DEFENSE: 12, HEALTH: 50
ATTRIBUTES: Strength 14 (+4), Agility 12 (+2), Intellect 8 (–2), Will 15 (+5)
SIZE: 2, SPEED: 5 (Strider)
IMMUNE: asleep, blinded, deafened, frightened, held, impaired, poisoned, prone, weakened
NATURAL WEAPONS: The shambling servant uses its tendrils as natural weapons that deal 4d6 damage. The shambling servant makes rolls to attack with 1 boon. On a critical success, the target also becomes held (luck ends).