| Enhancement | Description |
|---|---|
This is Your Nature
|
Choose a path to follow between Heart, Sky, and Thorn. You gain the Magical Training feat. Each Core Ability in this tree, including this one, grants the following: +1 Epic bonus to all Spell DCs +5 Fire, Light, Positive and Universal Spell Power +50 Maximum Spell Points You gain the Magical Training feat. Each Core ability you take in this tree, including this one, grants the following: +1 Epic bonus to all Spell DCs +5 Electric, Cold, Sonic and Universal Spell Power +50 Maximum Spell Points You gain the Magical Training feat. Each Core ability you take in this tree, including this one, grants the following: +1 Epic bonus to all DCs +5 Acid, Force, Poison and Universal Spell Power +50 Maximum Spell Points |
Now Grow
|
Choose a second path to follow beyond your first. +3 Fire, Light, and Positive Spell Power +3 Electric, Cold, and Sonic Spell Power +3 Acid, Poison, and Force Spell Power |
Weathering the Elements
|
+15% Absorption versus Fire, Cold, Electric, Acid, and Poison damage. Your Protection From Energy spells now apply 25 points of Energy Protection per Caster Level and no longer have a Max Caster Level. |
Regrowth
|
Resting grants you Nature's Resurgence. In addition, once per rest, if you drop below 5% of your maximum spell points, you immediately gain Nature's Resurgence and 500 Spell Points. Nature's Resurgence: +5% Spell Critical Damage. This lasts until your next Rest. |
| Enhancement | Description |
|---|---|
Seeking Balance
|
Rank 1 +1 Reflex Saving Throws, +2 Tumble and BalanceRank 2 +2 Reflex Saving Throws, +4 Tumble and BalanceRank 3 +3 Reflex Saving Throws, +6 Tumble and Balance. Rank 3: If you are using a Quarterstaff, you gain +1 Damage and +5 Universal Spell Power. |
Well Weathered
|
Rank 1 +1 Physical and Magical Resistance RatingRank 2 +2 Physical and Magical Resistance RatingRank 3 +3 Physical and Magical Resistance Rating |
Primal Spell Selection I
|
Select an Epic Strike. Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Sky. Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown. Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Heart. Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown. Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Thorn. Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown. |
Nature's Friend
|
+10 Sonic Spell Power, 15% Sonic Absorption, +3 Listen +10 Electric Spell Power, +1% Dodge +3 Spot +10 Fire Spell Power, +2 Damage with Sneak Attacks, +3 Move Silently +10 Cold Spell Power, +2 Magical Resistance Rating, and +3 Jump +1 to Attack, Damage, and all Saving Throws +10 Poison and Acid Spell Power, 15% Poison Absorption |
Rejuvenation Cocoon
|
Protects your target with a shield of 150 temporary Hit Points for 9 seconds. Heals 5d6 Hit Point every 2 seconds while the shield persists. Is considered a druid spell for interactions with other abilities. |
| Enhancement | Description |
|---|---|
Flowers in the Thorns
|
Stepping inside a Spike Growth or Entangle spell, whether hostile or friendly, heals you for 1d3 hit points every 5 seconds per Character Level of the spell's owner. |
Mantle of Nature
|
Select a Primal Avatar Destiny Mantle. Rank 1 Rank 2 Rank 3 |
Thrive
|
+50 Maximum Spell Points. Your Epic Strike in this tree now has a 30% chance to grant Thrive when cast. Thrive: The cost of all spells is reduced by a 25% Enhancement bonus for 4 seconds. |
Primal Spell
|
Select a Primal Spell. Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Sky. Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Heart. Is considered a druid spell for interactions with other abilities. Requires you to be attuned to the path of Thorn. |
Spirit Boon - Body
|
Rank 1 Rank 2 |
| Enhancement | Description |
|---|---|
Evergreen
|
Rank 1 +30 Maximum Spell Points.Rank 2 +60 Maximum Spell Points.Rank 3 +100 Maximum Spell Points. When using your Primal Avatar Destiny Mantle, your spells have a chance to grant you 100 Temporary Spell Points for 60 seconds. |
Shared Mantle
|
While within your Primal Avatar Destiny Mantle you gain +3 bonus Imbue Dice. Your summons and hirelings now also benefit from your Primal Avatar Destiny Mantle, and they gain your current Spell Power Values. |
Primal Avatar Spell Focus
|
Select a Spell School to enhance. Rank 1 Rank 2 Rank 3 |
At Its Core
|
Upgrades your selected Primal Spell. Heart: Doubles the damage of Reborn in Fire. Reborn in Fire now also grants +25% Uncapped Dodge for 4 seconds on use. Sky: Doubles the damage of Thunder Snow. Thunder Snow now also applies the slow effect of Storm Catcher, slowing movement and reducing all targets' Reflex saves by half your Character Level for the duration of the slow. Thorn: Doubles the damage of Shard Storm. Shard Storm now also grants you Shard Reflection for 12 seconds when used, giving you 25% of your Maximum Hit Points as Temporary Hit Points. |
Natural Shielding
|
+10 Maximum Hit Points and +2 Magical Resistance Rating. Your summons, pets, and hirelings gain a 60% bonus to Maximum Hitpoints, +30 Magical Resistance Rating, +4 Reflex Saving Throws, and gain the Evasion feat. |
| Enhancement | Description |
|---|---|
Natural Evasion
|
Gain the Evasion Feat. Exclusive from other enhancements that grant this feat. |
Nature's Reach
|
Rank 1 +5 Universal Spell Power. Using the Enlarge Spell Metamagic costs you 3 fewer Spell Points.Rank 2 +10 Universal Spell Power. Using the Enlarge Spell Metamagic costs you 6 fewer Spell Points.Rank 3 +15 Universal Spell Power. Using the Enlarge Spell Metamagic costs you 9 fewer Spell Points. |
Nature's Blessing
|
When you Rest, a natural spirit manifests as a Unicorn and grants Nature's Blessing to yourself and nearby allies. Nature's Blessing: +5% insight bonus to Maximum Hit Points. This effect lasts until you leave the dungeon. |
Improved Metamagic
|
Select a Metamagic to improve Rank 1 Rank 2 Rank 3 |
Improved Metamagic
|
Select a Metamagic to improve Rank 1 Rank 2 Rank 3 |
| Enhancement | Description |
|---|---|
Primal Avatar - Primal Ally
|
Gain the ability to summon an elemental ally based on your nature. Is considered a druid spell for interactions with other abilities. Is considered a druid spell for interactions with other abilities. Is considered a druid spell for interactions with other abilities. |
Ancient Wisdom
|
Rank 1 +1 to all Spell DCsRank 2 +2 to all Spell DCsRank 3 +3 to all Spell DCs |
Mass Frog
|
Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20+ Highest of INT/WIS/CHA modifier+ Transmutation bonuses). |
Greater Form
|
Choose a powerful form of Wild Shape. 25% Action Boost to Movement Speed Ethereality to enemies, allowing you to pass through them 25% Uncapped Dodge Immunity to Fire damage, Light damage, and most Crowd Control effects You deal 1d6+6 fire damage per Character Level (Max Caster Level 20) to enemies close to you and heal allies with Positive energy for 1d6 Hit Points every 2 seconds. 25% Action Boost bonus to Movement Speed Ethereality to enemies, allowing you to pass through them 50% Incorporeality Immunity to Cold damage, Electric damage, and most Crowd Control effects You deal 1d6+2 Cold damage per Character Level to enemies close to you every 2 seconds, and slow those enemies. Random nearby enemies will be struck by lightning for 1d6+12 Electric damage per Character Level (Max Caster Level 20) and will be knocked down with no saving throw. 25% Action Boost bonus to Movement Speed Ethereality to enemies, allowing you to pass through them 50% Incorporeality Immunity to Poison damage, Acid damage, and most Crowd Control Effects You deal 1d6+3 Acid and 1d6+3 Poison damage per Character Level (Max Caster Level 20) to enemies close to you every 2 seconds. Nearby enemies also have a 50% chance to become confused for 6 seconds with no saving throw. |
Epic Improved Meta Magic
|
Rank 1 Reduces the cost of the Intensify Spell Metamagic by 2 Spell PointsRank 2 Reduces the cost of the Intensify Spell Metamagic by 4 Spell PointsRank 3 Reduces the cost of the Intensify Spell Metamagic by 6 Spell Points |