Teleport 5e serd1/17/2024 The healing or damage equals 2d10 + your Wisdom modifier. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. Cauterizing FlamesĪt 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. 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.Īt 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. 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. Hit: 1d6 + PB fire damage.įiery Teleportation. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Languages: understands the languages you speakįlame Seed. Senses: darkvision 60 ft., passive Perception 12 Hit Points: 5 + five times your druid levelĬondition Immunities: charmed, frightened, grappled, prone, restrained The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. That action can be one in its stat block or some other action. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. The spirit is friendly to you and your companions and obeys your commands. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. Druid LevelĪt 2nd level, You can summon the primal spirit bound to your soul. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table. When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Source: Tasha's Cauldron of Everything Circle Spells
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