Primal Incarnation Feat
Prerequisite: Warden
- You gain the ability to summon an incarnation of your primal power as an action. Once summoned, it lasts until you become unconscious or dismiss it as an action. This incarnation is a small sized creature, and shares your AC, hit points, movement speed, senses, and ability scores. Its creature type depends on your Warden subclass (elemental for Elemental Soul or Stoneblood, beast for Beasthide, plant for Elderheart, and celestial for Sunwatcher). The incarnation moves on your turn, but has no actions of its own.
- It projects your Primal Interdiction in a 5 foot radius around it. If you recklessly defend your allies, attacks against it have advantage as well, and it counts as you for giving disadvantage on attacks against allied creatures when it is within range of the attack. It vanishes if it ever moves more than 120 feet from you.
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