Nature’s guardians—hunters and destroyers, keepers of ancient knowledge
AW at-will · ENC encounter · DLY daily |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice
| ENC | Voyage of the AncientsWilden Racial PowerFree PersTeleportation | You vanish and leave a bewildered foe in your wake. Trig You hit an enemy with an area or a close attack · Eff You teleport 3 sq. Choose a single enemy you hit with the attack. You and one ally you can see gain CA against that enemy until EONT. |
| ENC | Wrath of the DestroyerWilden Racial PowerImm React Pers | Your destroyer aspect responds to an attack with deadly force. Trig A bloodied enemy attacks you or your ally adjacent to you · Eff You either make a MBA against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until EONT. |
| ENC | Pursuit of the HunterWilden Racial PowerImm React Pers | Your prey tries to maneuver away, but there is no escape. Trig An enemy within 2 sq of you moves on its turn · Eff You shift 3 sq. Until EONT, you deal 1d6 extra dmg to the triggering enemy when you hit it, and you ignore the –2 penalty to attack rolls for attacking it when it has cover or concealment. |
The wilden emerged from the unspoiled reaches, ancient bogs, and primeval forests of the Feywild. Awakened to fight the growing corruption plaguing the land, they strive to restore the natural order and to purge aberrant horrors from the world.
Wilden are plantlike fey creatures. Their bones are hardwood, and their supple, barklike skin trails into viny tendrils and a cloak of leaves.
Within each wilden lies nature’s spirit, and all can manifest this spirit in different aspects. Each aspect triggers a transformation, reflecting the purpose for which the wilden were created. A wilden in the aspect of the ancients has eyes and leaves of white. When a wilden is in the aspect of the destroyer, jagged spurs break through the skin, and the eyes darken to black. The hunter’s aspect camouflages a wilden’s body with green and brown patterns, while the eyes take on an emerald color.
As wilden age, their bodies move through the seasons. Young wilden are like trees in spring, filled with life and vigor, their bodies a green hue. In the summer phase, a wilden’s body is brown or tan, while the cloak of leaves remains vibrant green. Wilden in the autumn phase undergo a profound change, their skin darkening as their leaves turn color to reds, yellows, and oranges. Finally, the winter phase heralds the end of a wilden’s life, as the body grows thinner and the wilden’s leaves wither and fall.
A typical wilden lives more than a century.
The wilden are a race in its infancy. Wilden believe that they awoke to meet a threat moving across the Feywild and into the world: the rising power of the Far Realm and its incursions into the rest of the known universe, in the form of aberrant creatures. Central to wilden existence are nature’s three aspects: the keeper of ancient secrets, the destroyer, and the hunter. As keepers of ancient secrets, wilden act as stewards, preserving the land against any who would defile it. The destroyer aspect is nature’s fury incarnate—the destruction embodied by hurricanes, tornadoes, and lightning strikes. The aspect of the hunter seeks out and eradicates aberrant corruption. Individuality has no place in a wilden’s life. Males and females display differences in personality and appearance, but all wilden regard themselves as parts of a greater whole. When speaking of themselves, wilden use the plural, saying “we” instead of “I.” As a new people, wilden lack grudges toward other races. Most wilden are eager to learn about other societies, beliefs, and cultures, and they might adopt the values of other races as their own.
Wilden can experience shifts in personality when they assume their aspects. They become thoughtful and cautious when in the aspect of the ancients, aggressive in the aspect of the destroyer, and secretive and withdrawn in the aspect of the hunter. Even as wilden shape their beliefs through exposure to other cultures, they maintain that their purpose is to secure the Feywild and the natural world from harm. Wilden who worship gods venerate deities who cherish nature, such as Corellon, Melora, and Sehanine. Wilden also honor the primal spirits. Wilden have no kingdoms or cities, but they regard all of nature as their home. When they gather, they do so in communities where the borders between the Feywild and the natural world are thinnest. Wilden live in harmony with nature, so even in these settlements, it is difficult to distinguish where the wilderness leaves off and the community begins.
Here are background elements for wilden.
“I am every aspect of nature, its power taken shape in me.”
Every wilden manifests the changing face of nature. Each day, a wilden chooses to embody one of nature’s aspects.
For you, these aspects are not just transient states. They are reflections of nature’s versatility and power. As you fight for the preservation of the world, you draw deeply from each aspect. You gain an additional benefit from each aspect while you are bloodied. You have learned ways to funnel the power of nature’s aspects into your attacks. Eventually, you master the ability to quickly change your aspect to meet any challenge with the best tools at your command.
| ENC | Freezing BlastNature’s Avatar Attack 11Free PersColdTgt The creature you hit | You draw power from the world to bolster your attack with a blast of freezing wind. Trig You hit a creature with an at-will attack power · Eff Tgt takes 1d10 extra cold dmg from the triggering attack, and tgt is subject to an additional effect based on your current aspect of nature. |
| DLY | Nature’s RebirthNature’s Avatar Utility 12Minor Pers | Tapping into the ever-changing nature of the Feywild, you alter your aspect to meet your adversary. Eff You can make a saving throw. In addition, you change your current aspect of nature to a different one. |
You can use the power associated with the new aspect, even if you have already used an aspect of nature power during this encounter.
| DLY | Nature’s Purging FireNature’s Avatar Attack 20Free PersFire, TeleportationTgt The creature you hit or missed | Just as a forest fire clears the way for new growth, you ignite your enemy to cleanse its influence from the world. Trig You hit or miss a creature with an at-will attack power · Eff Tgt takes 10 fire dmg, tgt deals 5 fire dmg to each enemy adjacent to it at the start of its turn (save ends), and tgt is subject to an additional effect based on your current aspect of nature. |