You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don't require a flat check to succeed against a target concealed by weather (such as fog).
You gain the service of a young animal companion that travels with you on your adventure and obeys any simple commands you give it to the best of your abilities.
You gain the service of a young animal companion that travels with you on your adventure and obeys any simple commands you give it to the best of your abilities.
You gain a leshy familiar, a Tiny plant (or fungus for a fungus leshy) that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars.
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
You are one with the wild, always changing and adapting to meet any challenge. You gain the Wild Shape order spell, which lets you transform into a variety of forms that you can expand with druid feats.
A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the Concealed condition from smoke.
You need only a successful @Check[type:flat|dc:10] to recover from Persistent Fire Damage, rather than DC 15 (and the DC when receiving particularly effective assistance is @Check[type:flat|dc:5] instead of 10).
The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water.
In addition, if you roll a success on an Acrobatics check to Balance on a slippery or wet surface, or on an Athletics check to Swim, you get a critical success instead.
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line
You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon.
You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components.
When holding the imprinted seed, you can spend a single Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus.
You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a Runestone or another weapon.
The earth has taught you how to remain unyielding and firm. If you roll a success on an Acrobatics check made to Balance on uneven ground composed of earth or rock, you get a critical success instead.
As long as you remain on the ground, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that would attempt to knock you prone. If you're a rock dwarf, this bonus increases to +3.
(Druid) You infuse your familiar with additional primal energy, increasing its abilities.
(Magus) You infuse your familiar with more magical energy.
(Sorcerer, Wizard, Witch) You infuse your familiar with additional magical energy.
(Thaumaturge) By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.
You can select four familiar or master abilities each day, instead of two.
You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don't gain any of the other benefits of the order you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.
(Alchemist) Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.
(Druid) Your affinity for the natural world grants you protection against some of its dangers.
You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a Summon Animal or Summon Plant or Fungus spell of the same level.
With additional care and effort, you can take on an alternate form for a longer period of time.
If your next action is to cast Wild Shape, wild shape's spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.
Requirements You're standing on ground composed of earth, stone, or a similar material.
You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the structure trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements.
The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close.
You can call the four elements to you.
You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a Summon Elemental spell of the same level.
You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth. Even plants and fungi manipulated by magic don't impede your progress.
Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. Your animal companion is better trained than most. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike.
Requirements You're in natural terrain.
You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment.
This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.
Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you. You gain fire resistance equal to half your level, and you gain a +1 circumstance bonus to saving throws against fire effects.
Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in Humanoid Form to your wild shape list.
Water flows around you, letting you cut through the waves as if born to it. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain.
The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time.
You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.
Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a @Check[type:flat|dc:15]. If you succeed, your action isn't disrupted.
Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.
Requirements You have at least 1 available Focus Point
You lash out, directing a burst of storming fury toward a creature that has harmed you.
You cast Tempest Surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.
As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you.
If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast.
You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell's traits.
Effect: Current Spell (Air)
Effect: Current Spell (Water)
You can communicate with plants and fungi on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants and fungi typically can't fulfill most requests you might ask of them unless you have access to other magic such as Speak with Plants.
Because of your affiliation with the leaf order, plants and fungi have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant or fungus using Green Empathy.
Your connection to one of the great elemental aspects of nature deepens, allowing you further control over its powers.
You gain the advanced order spell associated with your order:
Increase the number of Focus Points in your focus pool by 1.
Your understanding of life expands, allowing you to mimic a wider range of creatures.
Add the forms in Insect Form to your wild shape list.
Whenever you use wild shape to polymorph into the non-flying insect form listed in Pest Form, the duration is 24 hours instead of 10 minutes.
You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery.
Add Illusory Disguise, Illusory Object, Illusory Scene, and Veil to your spell list as primal spells.
You have mastered the shape of ferocious dinosaurs.
Add the forms listed in Dinosaur Form to your wild shape list.
Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.
Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
You bid the winds to lift and carry you through the air. You gain the Stormwind Flight order spell. Increase the number of Focus Points in your focus pool by 1.
The eye rebels, the mind recoils-no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land. A character who attempts to Point Out your location must attempt a @Check[type:flat|dc:14]. If they fail, their allies misunderstand them and aren't sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to Seek you while you're Hidden to or undetected by it, it thinks you're in a different location chosen by the GM. In either case, you appear to be hidden to a creature that thinks you're in a different location, though you're actually undetected by it for targeting and further uses of the Seek action.
Imitating animal threat displays, you make yourself appear larger and more imposing.
Roll one Intimidation check to Demoralize and compare the result to the Will DC of each animal, fungus, and plant creature in a @Template[type:cone|distance:15]. When you do, Demoralize gains the visual trait, and creatures are affected if they can see you. You don't take a penalty if the creature doesn't understand your language.
Wings free you from the shackles of the ground below.
Add the bat and bird forms in Aerial Form to your wild shape list.
If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list.
Whenever you use wild shape to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks.
The tracks you leave behind are strange, somehow disconcerting and unnerving-they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don't need to attempt a Survival check to change your tracks, but anyone tracking you must attempt a @Check[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)] save against the higher of your class DC or spell DC.
Success The tracker is unaffected.
Failure The tracker becomes Frightened 1 for as long as it follows your tracks. This condition doesn't decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter frightened 1.
Critical Failure As failure, but your disturbing traces cause the tracker to be Frightened 2 instead.
Trigger An opponent adjacent to you hits you with a melee weapon or a melee unarmed attack.
Frequency once per minute
Ignoring your pain, you sear your attacker with a wave of flame. The triggering opponent takes fire damage equal to your [[/r @actor.level #fire]]{level}.
The world conspires to keep you forgotten and unnoticed-memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to Recall Knowledge about you take a -2 circumstance penalty. Add Modify Memory to your spell list as a primal spell.
The natural world can be scary to those not used to it-and you make it scarier still. If you're Hidden from a creature, you can attempt to Demoralize it without losing your hidden condition-imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don't take a penalty to your check if the target doesn't understand your language.
Requirements You're standing on earthen or stone ground.
You fortify your skin with minerals drawn from earth and stone. You gain resistance 3 to physical damage, except adamantine, until the beginning of your next turn. At 12th level, and every 4 levels thereafter, the resistance increases by 1, to a maximum of resistance 6 at 20th level.
You can take the form of a plant creature.
Add the forms listed in Plant Form to your wild shape list; if you don't have wild shape, you can instead cast plant form once per day, heightened to the same level as your highest-level druid spell slot.
Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to poison.
You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements.
Add the forms in Elemental Form to your wild shape list.
Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to fire.
(Druid) With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances.
(Sorcerer) You alter your spells to overcome resistances.
(Wizard) With a complex gesture, you alter the energy of your spell to overcome resistances.
If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.
You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a healing effect.
You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
Frequency once per hour
Requirements You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).
You know there are places in the world that are just wrong-places where the birds don't sing and where you always feel like you're being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a @Template[type:line|distance:10|width:10]{10-foot by 10-foot square} you can see and make an ominous proclamation of some manner (i.e. "This is cursed ground," "That is an ill-omened place."). The next creature that enters the marked territory must attempt a Will save against your spell DC (@Check[type:will|dc:resolve(@actor.system.attributes.spellDC.value)] if you're a druid) or class DC (@Check[type:will|dc:resolve(@actor.system.proficiencies.classDCs.ranger.value)] if you're a ranger).
Success The target is unaffected.
Failure Something goes horribly awry for the victim in the cursed ground. The details are up to the GM-it can be a purely "natural" accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition.
Critical Failure As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute.
| d4 | Failure | Critical Failure |
|---|---|---|
| 1 | Clumsy 2 | Clumsy 3 |
| 2 | Enfeebled 2 | Enfeebled 3 |
| 3 | Stupefied 2 | Stupefied 3 |
| 4 | Dazzled | Blinded for 1 round, then Dazzled |
Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes @Localize[PF2E.PersistentDamage.Bleed1d6.success] as the primal energies within your weapon slow its natural healing.
You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of Speak with Plants. Most non-creature plants recognize you as a druid of the leaf order and are friendly to you.
You purify the water within a creature's body to cleanse them of illness. If the next action you use is to cast Heal targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of heal. If you do, heal gains the water trait.
Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.
Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
You can take on the form of some of the world's most fearsome creatures.
Add the forms listed in Dragon Form to your wild shape list.
Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison.
You imbue your shield with life-giving energy to deflect harmful necromantic magic. When you have your shield raised, you gain the shield's circumstance bonus to your AC and saving throws against necromancy spells. If you have the Shield Block reaction, damage you take as a result of a necromancy spell can trigger that reaction, even if it isn't physical damage.
You're surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you're legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.
Trigger varies
You transform reflexively when in danger. You cast Wild Shape to transform into one form granted by one of the prerequisite feats you have, depending on the trigger. Your form's resistances and weaknesses apply against the triggering damage.
Trigger You fall 10 feet or more
Effect Choose a form from Aerial Form.
Trigger You take acid, cold, electricity, fire, or poison damage
Effect Choose a form from Dragon Form that resists the triggering damage.
Trigger You take fire damage
Effect Choose a fire elemental form from Elemental Form.
Trigger You take poison damage
Effect Choose a form from Plant Form.
You transform into a plant version of yourself. You gain the plant trait and lose any trait that's inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30. If you rest for 10 minutes while transformed into a non-creature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.
You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it.
Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it.
You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.
Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice.
Special You can select this feat up to three times. Each time, add a different specialization to your companion.
The forms you take on defy belief-chimerical sights of twisted antlers or acidic drool. If your next action is to cast Wild Shape, you can change the damage type of a single unarmed attack granted by the wild shape form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. The chosen attack gains the appropriate trait.
With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.
Trigger Your turn begins
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.
You can fill an area with devastating briars that impale and impede your foes. You gain the impaling briars order spell. Increase the number of Focus Points in your focus pool by 1.
You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in monstrosity form to your wild shape list. If you have Soaring Shape, also add the phoenix form to your wild shape list.
You can invoke nature's fury upon your foes. You gain the storm lord order spell. Increase the number of Focus Points in your focus pool by 1.
Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you Dismiss it.
You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, negative, and positive damage.
Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot.
You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations. Once per day, you can transform into a kaiju, with the effects of nature incarnate; if you have Plant Shape, you can instead transform into a green man.
Frequency once per minute
You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it.