Circle Spells
When you join this circle at 2nd level, you have formed a adhesiveness with a wildfire intent, a aboriginal being of creation and end. Your link with this liveliness grants you access to some spells when you reach sealed levels in this class, as shown on the Circle of Wildfire Spells mesa .
once you gain access to one of these spells, you always have it prepare, and it does n’t count against the number of spells you can prepare each day. If you gain access to a go that does n’t appear on the Druid Spell List, the spell is however a druid go for you .
Summon Wildfire Spirit
At 2nd level, You can summon the aboriginal spirit jump to your soul. As an carry through, you can expend one use of your wild Shape feature to summon your wildfire spirit, preferably than assuming a beast form.
The spirit appears in an unoccupied quad of your choice that you can see within 30 feet of you. Each creature within 10 feet of the heart ( early than you ) when it appears must succeed on a Dexterity saving throw against your while save DC or take 2d6 fire damage .
The spirit is friendly to you and your companions and obeys your commands. See this creature ‘s game statistics in the Wildfire Spirit stat obstruct, which uses your proficiency bonus ( PB ) in several places. You determine the emotional state ‘s appearance. Some spirits take the form of a android calculate made of gnarled branches covered in flame, while others look like beasts wreathed in burn .
In fight, the emotional state shares your first step reckon, but it takes its flex immediately after yours. The alone action it takes on its bend is the Dodge action, unless you take a bonus military action on your turn to command it to take another action. That action can be one in its stat block or some other carry through. If you are incapacitated, the spirit can take any action of its choice, not fair Dodge .
The spirit manifests for 1 hour, until it is reduced to 0 shoot points, until you use this feature to summon the spirit again, or until you die.
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Wildfire Spirit | |||||
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Small elemental | |||||
Armor Class: 13 (natural armor) | |||||
Hit Points: 5 + five times your druid level | |||||
Speed: 30 ft., fly 30 ft. (hover) | |||||
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 11 (+0) |
Damage Immunities: fire | |||||
Condition Immunities: charmed, frightened, grappled, prone, restrained | |||||
Senses: darkvision 60 ft., passive Perception 12 | |||||
Languages: understands the languages you speak | |||||
Challenge: — | |||||
Proficiency Bonus: equals your bonus | |||||
Actions | |||||
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage. | |||||
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage. |
Enhanced chemical bond
At 6th level, the adhesiveness with your wildfire spirit enhances your destructive and renewing spells. Whenever you cast a while that deals fire damage or restores hit points while your wildfire emotional state is summoned, roll a d8, and you gain a bonus adequate to the number rolled to one damage or healing scroll of the spell .
In addition, when you cast a spell with a range other than self, the go can originate from you or your wildfire emotional state .
Cauterizing Flames
At 10th tied, you gain the ability to turn death into charming flames that can heal or incinerate. When a Small or larger animal dies within 30 feet of you or your wildfire spirit, a harmless spectral flare springs forth in the dead animal ‘s space and flickers there for 1 infinitesimal. When a creature you can see enters that distance, you can use your reaction to extinguish the apparitional flame there and either heal the creature or deal arouse damage to it. The heal or damage equals 2d10 + your Wisdom modifier.
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You can use this chemical reaction a numeral of times equal to your proficiency bonus, and you regain all use uses when you finish a long lie .
Blazing revival
At 14th degree, the bond with your wildfire spirit can save you from death. If the intent is within 120 feet of you when you are reduced to 0 reach points and thereby fall unconscious mind, you can cause the spirit to drop to 0 shoot points. You then regain half your hit points and immediately rise to your feet .
once you use this feature, you ca n’t use it again until you finish a long rest .