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Stormwight Kits

The stormwight primordial aspect lets you channel your ferocity into the form of an animal and grants you knowledge of one stormwight kit of your choice. You can master additional stormwight kits through play, changing them out during a respite as with any other kit (see Chapter 6: Kits).

Kit Features

All stormwight kits have the following features in common.

Aspect Benefits and Animal Form

Your primordial aspect benefits are always available to you, and you gain additional benefits while in the animal or hybrid form granted by your stormwight kit.

Aspect of the Wild

You have the following ability.

Aspect of the Wild

You assume the form of the animal who channels your ferocity.

Magic Maneuver
📏 Self 🎯 Self

Effect: You can shapeshift into the animal defined by your stormwight kit, into a hybrid form, or back into your true form. While in animal form or hybrid form, you can speak as you usually do, and you can also speak to animals who share your form. If you are in a negotiation with an animal while in animal form, you treat your Renown as 2 higher than usual.

Spend 1 Ferocity: As a free maneuver, you can shapeshift a second time, either into another animal form, into your hybrid form, or back into your true form.

Primordial Storm

Each stormwight kit is associated with a primordial storm, which channels a specific damage type used by some of your abilities.

Equipment

You wear no armor and wield only your unarmed strikes-which become devastating natural weapons as your ferocity grows.

Kit Bonuses

These bonuses apply in your true form, your animal form, and your hybrid form. See Chapter 6: Kits for information on kit bonuses.

Signature Ability

You gain a new signature ability from your kit.

Growing Ferocity

Each stormwight kit grants a set of benefits for your Growing Ferocity feature.

Boren

With this stormwight kit, you channel your primordial ferocity into the form of a bear, becoming large, durable, and imposing. Boren are tied to the craggy, rocky north, and this aspect is associated with the blizzard's bitter cold.

Aspect Benefits

Whenever you use forced movement to push a creature, you can pull that creature instead. Whenever you pull a creature adjacent to you and that creature has M < AVERAGE, you can use a free triggered action to make that creature grabbed by you.

Animal Form: Bear

While you are in your bear form, your size is 2 and you gain a +1 bonus to distance with melee weapon abilities.

Hybrid Form: Bear

While you are in your hybrid form, your size is 2 and you gain a +1 bonus to distance with melee weapon abilities. At 4th level, the first time you take hybrid form in an encounter, you gain 10 temporary Stamina.

Primordial Storm: Blizzard

Your primordial damage type is cold.

Kit Bonuses
  • Stamina Bonus: +9 per echelon
  • Stability Bonus: +2
  • Melee Damage Bonus: +0/+0/+4
Signature Ability
Bear Claws

Attacks with your sharp and deadly claws grab the weak.

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≤11: 2 + M damage; M < WEAK, grabbed
  • 12-16: 5 + M damage; M < AVERAGE, grabbed
  • 17+: 11 + M damage; M < STRONG, grabbed
Growing Ferocity

As your ferocity grows, you gain benefits as noted on the Boren Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Boren Growing Ferocity Table
Ferocity Benefit
2 You can have up to two creatures grabbed at a time. Additionally, whenever you make a strike against a creature you have grabbed, you gain 1 surge.
4 The first time you grab a creature on a turn, you gain 1 surge.
6 You gain an edge on the Grab and Knockback maneuvers.
8 (4th level) The first time you grab a creature on a turn, you gain 2 surges instead of 1.
10 (7th level) You have a double edge on the Grab and Knockback maneuvers.
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you have a creature grabbed, any ability roll made against that creature gains a bonus to its potency equal to your Might score.

Corven

With this stormwight kit, you channel your primordial ferocity into the form of a crow, becoming stealthy and quick. Corven are tied to the mountain passes and the hot winds that flow through them. This aspect is associated with the warm and fast-rising anabatic wind.

Aspect Benefits

You gain an edge on tests made to hide and sneak. Additionally, whenever you fall, you can use a free triggered action to use your Aspect of the Wild ability.

Animal Form: Crow

While you are in your crow form, your size is 1T and you can fly. You can use the Hide maneuver as a free maneuver, and you can use your allies as cover when you hide. You can't use any abilities while in this form except for Aspect of the Wild.

Hybrid Form: Crow

While you are in your hybrid form, your size is your choice of 1S or 1M. At 4th level, you can fly.

Primordial Storm: Anabatic Wind

Your primordial damage type is fire.

Kit Bonuses
  • Stamina Bonus: +3 per echelon
  • Speed Bonus: +3
  • Melee Damage Bonus: +2/+2/+2
  • Disengage Bonus: +1
Signature Ability
Wing Buffet

Foes who try to close in around you do so at their peril.

Area, Melee, Weapon Main action
📏 1 burst 🎯 Each enemy in the area

Power Roll + Agility:

  • ≤11: 3 damage
  • 12-16: 6 damage
  • 17+: 8 damage

Effect: You can shift up to 2 squares before or after making the power roll.

Growing Ferocity

As your ferocity grows, you gain benefits as noted on the Corven Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Corven Growing Ferocity Table
Ferocity Benefit
2 Whenever you use the Disengage move action, the distance you can shift gains a bonus equal to your Agility score.
4 The first time you shift on a turn, you gain 1 surge.
6 You gain an edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver.
8 (4th level) The first time you shift on a turn, you gain 2 surges instead of 1.
10 (7th level) You have a double edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver.
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, the potency of any effects targeting you is reduced by 2 for you.

Raden

With this stormwight kit, you channel your primordial ferocity into the form of a rat, becoming mobile and elusive. Raden are associated with the wild nature of the rat, before cities became their habitat. This aspect is associated with the rat flood-a surge of corrupted water that draws forth hordes of rats.

Aspect Benefits

You gain an edge on tests made to hide and sneak. Additionally, you ignore difficult terrain.

Animal Form: Rat

While you are in your rat form, your size is 1T and you can automatically climb at full speed while moving. You can use the Hide maneuver as a free maneuver, you can use your allies as cover when you hide, and you can stay hidden while you move through squares occupied by any creature. Additionally, you gain an edge on tests made to climb other creatures. You can't use any abilities while in this form except for Aspect of the Wild.

Hybrid Form: Rat

While you are in your hybrid form, your size is your choice of 1S or 1M. At 4th level, you can automatically climb at full speed while moving.

Primordial Storm: Rat Flood

Your primordial damage type is corruption.

Kit Bonuses
  • Stamina Bonus: +3 per echelon
  • Speed Bonus: +3
  • Melee Damage Bonus: +2/+2/+2
  • Disengage Bonus: +1
Signature Ability
Driving Pounce

Your enemies try in vain to fall back from your pouncing attack.

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + Agility:

  • ≤11: 4 + A damage
  • 12-16: 7 + A damage; push 1
  • 17+: 9 + A damage; push 2

Effect: You can shift up to the same number of squares that you pushed the target.

Growing Ferocity

As your ferocity grows, you gain benefits as noted on the Raden Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Raden Growing Ferocity Table
Ferocity Benefit
2 Whenever you use the Disengage move action, the distance you can shift gains a bonus equal to your Agility score.
4 The first time you shift on a turn, you gain 1 surge.
6 You gain an edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver.
8 (4th level) The first time you shift on a turn, you gain 2 surges instead of 1.
10 (7th level) You have a double edge on Agility tests, the Escape Grab maneuver, and the Knockback maneuver
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, the potency of any effects targeting you is reduced by 2 for you.

Vuken

With this stormwight kit, you channel your primordial ferocity into the form of a wolf, becoming a fleet-footed hunter. Vuken are tied to forests and open steppes, and this aspect is associated with the thunderstorm.

Aspect Benefits

Whenever you use the Knockback maneuver, you can then use the Aid Attack maneuver as a free triggered action.

Animal Form: Wolf

While you are in your wolf form, your size is 1L, you have a +2 bonus to speed, and you ignore difficult terrain.

Hybrid Form: Wolf

While you are in your hybrid form, your size is 1L, you have a +2 bonus to speed, and you ignore difficult terrain. At 4th level, the first time you take hybrid form in an encounter, you gain 10 temporary Stamina.

Primordial Storm: Lightning Storm

Your primordial damage type is lightning.

Kit Bonuses
  • Stamina Bonus: +9 per echelon
  • Speed Bonus: +2
  • Melee Damage Bonus: +2/+2/+2
  • Disengage Bonus: +1
Signature Ability
Unbalancing Attack

A wild assault forces your foe onto their back.

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + Might:

  • ≤11: 4 + M damage; A < WEAK, prone
  • 12-16: 7 + M damage; A < AVERAGE, prone
  • 17+: 9 + M damage; A < STRONG, prone
Growing Ferocity

As your ferocity grows, you gain benefits as noted on the Vuken Growing Ferocity table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Vuken Growing Ferocity Table
Ferocity Benefit
2 Whenever you use the Knockback maneuver, you can target one additional creature.
4 The first time on a turn that you push a creature or knock a creature prone, you gain 1 surge.
6 You gain an edge on Agility tests and the Knockback maneuver.
8 (4th level) The first time on a turn that you push a creature or knock a creature prone, you gain 2 surges.
10 (7th level) You have a double edge on Agility tests and the Knockback maneuver.
12 (10th level) Whenever you use a heroic ability, you gain 10 temporary Stamina. Additionally, whenever you make a power roll that imposes forced movement on a target, the forced movement distance gains a bonus equal to your Agility score.