Transform into an animal's form and use its abilities. Spend hold to take actions in that form.
Understand the language of animals native to your land or forms you've studied.
You don't need to eat or drink. Ignore moves that require marking off rations.
Choose a type of land (e.g., forests, plains). You can shapeshift into animals from that land.
Spend time contemplating an animal's spirit to add its form to those you can shapeshift into.
Choose one move from the ranger class list.
When you are in an appropriate animal form (something dangerous), increase your damage to d8.
When you spend time in a place, making note of its resident spirits and calling on the spirits of the land, roll+Wis. On a 10+, the vision will be clear and helpful to you. On a 7–9, the vision is unclear, its meaning murky. On a miss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward.
So long as your feet touch the ground, you have +1 armor.
When you mark an animal (with mud, dirt, or blood), you can see through that animal’s eyes as if they were your own, no matter what distance separates you. Only one animal at a time may be marked in this way.
When you take damage while shapeshifted, you may choose to revert to your natural form to negate the damage.
You see the spirits in the sand, the sea, and the stone. You may now apply your spirit tongue, shapeshifting, and studied essence to inanimate natural objects (plants and rocks) or creatures made thereof, as well as animals. Thing-talker forms can be exact copies or can be mobile vaguely humanoid-shaped entities.
When you shapeshift, choose a stat: you take +1 ongoing to rolls using that stat while shifted. The GM will choose a stat too: you take -1 ongoing to rolls using that stat while shifted.
When you call on the primal spirits of fire, water, earth, or air to perform a task for you, roll+Wis. On a 10+, choose two. On a 7–9, choose one. On a miss, some catastrophe occurs as a result of your calling. Options: The effect you desire comes to pass; You avoid paying nature’s price; You retain control.
When you deal damage, take 1 balance. When you touch someone and channel the spirits of life, you may spend balance. For each balance spent, heal 1d4 HP.