Roaring Heart [two-actions] Feat 6Animist Apparition Divine Wandering Source War of Immortals pg. 25Requirements Your attuned apparition grants Mountain
Lore as an apparition skill.
You surge forward inexorably. You
Stride twice. At any point during this movement, you can
Shove up to two creatures you pass adjacent to. When you end the movement, the turbulent spirits you’re attuned to reward you for acting in an appropriately fierce manner: you and each ally in a 30-foot
emanation gain temporary Hit Points equal to half your level if you successfully Shoved at least one enemy, or equal to your level if you succeeded at Shoving both. These temporary Hit Points last until the beginning of your next turn.
Traits
Apparition: Apparitions are spiritual entities who generally lack the power, cohesiveness, or attachments to enter or affect the physical world. Unlike a ghost or phantom, an apparition does not need to have ever been a living creature and could be the spiritual memory of a particularly meaningful location or event. Apparitions are reliant on animists to interact with other people and things, and generally can't be targeted or affected by spells and abilities other than those of the animist they are attuned to. Animist feats and abilities that affect spirits affect apparitions only if they specifically say so.
Animist abilities with the apparition trait involve one or more of your apparitions acting alongside you. You must be attuned to at least one apparition to use an apparition ability, and some abilities might state in their requirements more specifically which apparition you must be attuned to. Typically, you're assumed to always attune to your apparitions during your daily preparations, but in some rare circumstances or as a result of certain animist abilities, your apparitions might be dispersed or separated from you for a time; you aren't attuned to dispersed apparitions.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Wandering: Wandering identifies animist feats attuned to particular types of apparitions. These feats require you to have attuned to an apparition who matches their prerequisites when you select them, and represent knowledge and ability pulled from that specific bond. When you make your daily preparations, you can retrain any wandering feat you know for any other wandering feat available at the level you took the exchanged feat (including lower-level wandering feats, as usual). You must meet all the new feat's other prerequisites.