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

    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 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.
    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 Attack 11Freezing Blast

You draw power from the world to bolster your attack with a blast of freezing wind.

Encounter        Cold
Free Action      Personal

Trigger: You hit a creature with an at-will attack power

Target: The creature you hit

Effect: The target takes 1d10 extra cold damage from the triggering attack, and the target 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.


Nature's Avatar Utility 12Nature's Rebirth

Tapping into the ever-changing nature of the Feywild, you alter your aspect to meet your adversary.

Daily  
Minor Action      Personal

Effect: 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.


Nature's Avatar Attack 20Nature's Purging Fire

Just as a forest fire clears the way for new growth, you ignite your enemy to cleanse its influence from the world.

Daily        Fire, Teleportation
Free Action      Personal

Trigger: You hit or miss a creature with an at-will attack power

Target: The creature you hit or missed

Effect: The target takes 10 fire damage, the target deals 5 fire damage to each enemy adjacent to it at the start of its turn (save ends), and the target 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.


Published in Player's Handbook 3, page(s) 17.