Talents of the Primal Spirit

Primal spirits are those tied to nature, distant from humanoid civilizations. Perhaps a caretaker of the wild bonded to you, seeking out the monsters that destroyed their sanctuary. Beasts and other creatures of nature may have found you, seeking affirmation that their offsprings have survived. These communion provides you a closer bond to nature in turn.

Nature's Blessing

You gain proficiency in two of the following skills: Animal Handling, Nature, Perception, or Survival.

Initiate Warden Magic

Choose two cantrips and one 1st level spell from the Druid spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Kindred Composure

Your spirit calms its kin. You treat the Animal Friendship spell as always prepared, and it doesn't count against the number of soul-seer spells you prepare each day. You can cast this spell without expending a spell slot, regaining the ability to do so after finishing a long rest.

Each time you cast this spell, you can increase its range to 120 feet.

Spirit Animal

You can provide your spirit a temporary body. You treat the Find Familiar spell as always prepared, and it doesn't count against the number of soul-seer spells you prepare each day.

Each time you cast this spell, your familiar gains additional hit points equal to double your proficiency bonus.

Improved Warden Magic

Prerequisites: 5th level
Choose two 2nd level spells from the Druid spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Sniff Out Death

Prerequisites: 5th level
The range of your Sixth Sense feature increases to 120 feet.

Soul-Swim

Prerequisites: 5th level
Your spirit guides you the depths it once swam in. You gain a swimming speed equal to your walking speed, as well as the ability to breathe underwater. Moreover, you gain darkvision out to a range of 120 feet while underwater.

Greater Warden Magic

Prerequisites: 9th level
Choose two 3rd level spells from the Druid spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Soul-Soar

Prerequisites: 9th level
As a bonus action, you can give yourself a flying speed equal to your current walking speed. This lasts for 10 minutes, or until you drop to 0 hit points.

Once you have used this talent, you can't do so again until you finish a short or long rest.

Werekin's Protection

Prerequisites: 9th level
Choose piercing, slashing, or bludgeoning. You gain resistance to that damage type.

Superior Warden Magic

Prerequisites: 13th level
Choose two 4th level spells from the Druid spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Soul-Scale

Prerequisites: 13th level
You can cast the Spider Climb spell at will with a range of self.

Primal Power

Prerequisites: 17th level
Choose one 5th level and 6th spell from the Druid spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day. You can cast this 6th level spell once a day.

Soul-Form

Prerequisites: 17th level
You can cast the Polymorph spell once without expending a spell slot. Doing so casts it with a range of self, and you have advantage concentrating on this spell.

Once you have used this talent, you can't do so again until you finish a long rest.