
WylderheartSource Shining Kingdoms pg. 146You’re a defender of nature, called to protect the world from the corrupting influence of demons. You might use a bow in the vein of your organization’s patron deity
Ketephys, wield a sword in the style of valiant knights, or harness the
primal magic of nature itself against your foes. No matter your chosen tool, your greatest assets in the battle against evil are the strength of your heart and your bond with your allies.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Uncommon Archetype Dedication Source Shining Kingdoms pg. 146Archetype WylderheartPrerequisites member of the Wylderhearts;
Access You’re from Kyonin.
You’re primed to face off against threats from the
Outer Rifts. You gain the
Additional Lore skill feat for
Demon Lore. If you were already trained in Demon Lore, you also become trained in a Lore skill of your choice. You gain a +1 circumstance bonus to initiative rolls in encounters against
fiends, and if you tie with a fiend’s initiative roll, you go first.
Certain wylderheart feats give you focus spells. The rules for focus spells appear
here. When you gain your first wylderheart focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for the wylderheart archetype spells is Wisdom, and they’re
primal spells. You can Refocus by celebrating life or spending time in nature.
Archetype Source Shining Kingdoms pg. 146Archetype WylderheartPrerequisites Wylderheart Dedication
You gain a young
animal companion that has been specially trained to help you fight
demons. You can choose any common animal companion, which gains
scent as an
imprecise sense with a range of 30 feet that can be used only to smell fiends. If the animal companion already has scent, it gains a +2 circumstance bonus to Perception when using scent against
fiends.
Archetype Source Shining Kingdoms pg. 146Archetype WylderheartPrerequisites Wylderheart Dedication
Passion and song are your weapons of choice. You learn either the
menacing lament or
valiant anthem focus spell. If you don’t already have one, you gain a
focus pool of 1 Focus Point.
Special You can take this feat a second time, gaining the focus spell you didn’t gain the first time.
Barbarian Fighter Flourish Source Player Core pg. 143 2.0,
Player Core 2 pg. 78 1.1Archetypes Rivethun Invoker,
WylderheartPrerequisites trained in
Athletics* This version of the Barreling Charge feat is intended for use with an Archetype and has a different level for access than the
original feat.
You rush forward, moving enemies aside to reach your foe. You
Stride, attempting to move through your enemies’ spaces. Roll an
Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can then
Strike, regardless of how your Stride ended. You can use Barreling Charge to
Burrow,
Climb,
Fly, or
Swim instead of Stride if you have the corresponding movement type.
Archetype Flourish Source Shining Kingdoms pg. 146Archetype WylderheartPrerequisites Wylderheart Dedication
You infuse a weapon with the blessing of
Ketephys and attack. Make a
Strike. This Strike gains the
holy trait and deals an additional 1d4
spirit damage, or 2d4 spirit damage against
fiends. This counts as two attacks for your multiple attack penalty.
Ranger Source Player Core pg. 159 2.0Archetype WylderheartPrerequisites Animal Companion
Your animal companion becomes a mature animal companion and gains
additional capabilities.
Your animal companion has greater independence. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
Archetype Source Shining Kingdoms pg. 146Archetype WylderheartPrerequisites Wyldsinger
You grow in power as a guardian of nature. You learn either the
elemental sheath or
vicious howl focus spell.
Special You can take this feat a second time, gaining the focus spell you didn’t gain the first time.
Ranger Source Player Core pg. 161 2.0Archetype WylderheartPrerequisites Mature Animal Companion (Ranger)
Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion (page 211).
Wild Dance [one-action] Feat 12
Archetype Flourish Source Shining Kingdoms pg. 146Archetype WylderheartPrerequisites Wylderheart Dedication
The combination of your passion for both life and the battle against evil makes you graceful and unpredictable.
Stride up to your Speed. A creature that attempts a reaction triggered by this movement must first attempt a Will save against your class DC or spell DC, whichever is higher.
Critical Success The creature is unaffected.
Success The creature is
fascinated by you until the end of your next turn.
Failure The creature is fascinated by you until the end of your next turn, but your movements might be too hard to follow; if the reaction requires an attack roll, you gain a +2 circumstance bonus to AC against that attack roll.
Critical Failure The creature is fascinated by you until the end of your next turn, and it loses its reaction.
Archetype Death Void Source Shining Kingdoms pg. 147Archetype WylderheartPrerequisites Wylderheart DedicationRequirements Your last action was a successful
Strike against a
fiend that dealt damage.
Your attack tears through a fiend, possibly sending it back to where it came from. The fiend you just struck takes 80
void damage with a
basic Fortitude save against your class DC or spell DC, whichever is higher. On a critical failure, the target is also
stunned 1. Regardless of the results of the saving throw, the target is then temporarily immune to Fiend Slayer for 24 hours.
Ranger Source Player Core pg. 162 2.0Archetype WylderheartPrerequisites Incredible Companion (Ranger)
Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice (page 211.
Special You can select this feat up to three times. Each time, add a different specialization to your companion.
Barbarian Fighter Flourish Source Player Core pg. 150 2.0,
Player Core 2 pg. 84 1.1Archetype Wylderheart* This version of the Whirlwind Strike feat is intended for use with an Archetype and has a different level for access than the
original feat.
You lash out in a blur of motion, attacking all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.
Archetype Source Shining Kingdoms pg. 147Archetype WylderheartPrerequisites Wylderheart Dedication
You’re a living weapon honed to destroy
fiends. Whenever you critically Strike a fiend, your attack deals an extra weapon damage die, and the fiend is
enfeebled 2 and
clumsy 2 until the beginning of your next turn.