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Wilden

Nature’s guardians—hunters and destroyers, keepers of ancient knowledge

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Races: All Races Deva Dragonborn Dwarf Eladrin Elf Githzerai Gnome Goliath Half-Elf Half-Orc Halfling Human Minotaur Shardmind Shifter Tiefling Wilden
Power type: 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

Racial Traits

Average Height5´ 6˝–5´ 9˝
Average Weight140–170 lb.
Ability Scores+2 Wisdom; +2 Constitution or Dexterity
SizeMedium
Speed6 squares
VisionLow-light
LanguagesCommon, Elven
Skill Bonuses+2 Nature, +2 Stealth
Fey OriginYou are native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Hardy FormChoose Fortitude, Reflex, or Will. You gain a +1 racial bonus to that defense.
Nature’s AspectWhenever you complete an extended rest, choose one of the following aspects of nature to manifest.
Aspect of the AncientsYou can use the voyage of the ancients power while you are in this aspect.
Aspect of the DestroyerYou can use the wrath of the destroyer power while you are in this aspect.
Aspect of the HunterYou can use the pursuit of the hunter power while you are in this aspect.
ENCVoyage 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.
ENCWrath 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.
ENCPursuit 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.

Play a wilden if you want…

Physical Qualities

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.

Playing a Wilden

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.

Wilden Characteristics: Accepting, ambitious, contradictory, curious, driven, enigmatic, intolerant, measured, savage, violent
Male Names: Banmarden, Fiddenmar, Durmindin, Kettenbar, Midnorten, Rodmennar, Vennerzad
Female Names: Dannamai, Ennimbel, Kalkennash, Nementah, Shallahai, Tellorda, Zazenna

Wilden Backgrounds

Here are background elements for wilden.

Born of Ruin: You were born in a place defiled by the Far Realm. You might have been born to wilden parents, or simply emerged from the dying plant life at the edges of the defilement. Perhaps you hope to return there and purge that place of its corruption when your power is great enough. Or perhaps there is no hope for it, and you can strive only to prevent such a catastrophe from occurring elsewhere.
Associated Skills: Arcana, Nature Hunted: Something seems to know of you—and to want you dead. Destruction has followed you for your entire life, and the fact that you are alive seems to be proof that you are being preserved for some greater purpose. Are aberrant monsters drawn to try to destroy you? Is there a widespread cult devoted to a Far Realm overlord that seeks to kill you? Or is there simply a curse on you that brings destruction to everyone and everything you love?
Associated Skills: Bluff, Stealth

Racial Paragon Path: Nature’s Avatar

“I am every aspect of nature, its power taken shape in me.”

Prerequisite: Wilden

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.

Nature’s Avatar Path Features

Bloodied Aspect (11th level): You gain a benefit related to the aspect of nature you are manifesting.
Aspect of the Ancients: When you spend a healing surge while you are bloodied, you regain additional hit points equal to your Wisdom modifier.
Aspect of the Destroyer: You gain a +1 racial bonus to attack rolls while you are bloodied.
Aspect of the Hunter: You gain a +1 racial bonus to speed while you are bloodied.
Adaptive Action (11th level): When you spend an action point, you can change your current aspect of nature to a different one as a free action. If you have already used the encounter power associated with your previous aspect, you can’t use the power from your new aspect until you have taken a short rest.
Bloodied Vigor (16th level): When you use your second wind while you are bloodied, you gain a +2 power bonus to attack rolls and damage rolls until the end of your next turn.

Nature’s Avatar Powers

ENCFreezing 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.
Aspect of the Ancients: The target is dazed until the end of your next turn.
Aspect of the Destroyer: The target instead takes 2d10 extra cold damage.
Aspect of the Hunter: The target is restrained until the end of your next turn.
DLYNature’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.

DLYNature’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.
Aspect of the Ancients: The target is subjected to the ancients’ grasp (save ends). Until the grasp ends, any enemy that starts its turn adjacent to the target is immobilized until the end of your next turn.
Aspect of the Destroyer: The target instead takes 20 fire damage.
Aspect of the Hunter: The target is subjected to your hunter’s wrath (save ends). Until the wrath ends, whenever you hit the target, you can teleport it 5 squares to a square adjacent to an enemy.