You are a protector of the wilds, one that has learned to channel the spirits of the plants and animal to watch over and protect them. You have made a friend of one of the wild creatures and that bond strengthens you connection to nature.
You are connected to the plants and animals of the world around you. You seek to protect the wilds and connect with them. Your magic allows you to bond with a beast companion as part of this connection.
If you are a primal caster from your combat class, you will want to focus on Endurance to boost your vitality. Most Wardens also have a high Acuity as they are more observant of nature around them. Many Wardens started their lives as Outlanders, letting the time spent in the wild bloom into a magical connection to it. Hermits often find a secret connection to the wilds during their isolation as well. A few Sailors are able to sense this connection after long days at sea as well.
Starting skills: Survival, and choose 2 from Awareness, Movement, and Medicine
General skills: 2 skill rank per level
Skill boosts: 2 skill boosts per level
Mental skills: 1 skill rank per level
Equipment
You start with the following equipment, in addition to any other starting equipment:
an explorer’s pack
Spellcasting
Your deep connection to nature lends you magical powers.
Spellcasting Circles
The Warden table shows the highest circle of spells that you can cast.
Spellcasting Resources
Your spells do not use any spellcasting resources, rather they take longer to cast, roughly 30 seconds per spell circle. If you have spellcasting from a combat class, you may cast these spells at combat speeds, but they will cost Vitality and Action Points.
Known or Prepared spells
You know the Wildcraft cantrip. You have access to all (primal plant or animal) non-combat spells from the list based on the land you are in.
Cantrip
Casting Time: 7 Action Points
Range: 30 feet
Components: G
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP), 11th (5 AP), and again at 17th (4 AP).
Wild Bond
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is level 2 or lower. The beast obeys your commands as best as it can. During combat, your beast will avoid combat, starting the round moving away from combat at its movement, and only being able to take reactions.
Like any beast, your beast only has Health and cannot spend Vitality dice during short rests, only long rests. Your beast can use the Help action out of combat as long as a beast could reasonably help with the action. Each rank up in this class, you can increase 2 attributes of the beast by 1 each.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
In addition, you can read the basic mood and intent of any beasts You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it not to attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.