Druid
Base Class: Druid

Circle of the S'more druids delight in campfires. Through their access to Tasty S'mores, Circle of the S'more druids can provide their companions with sustenance and healing. At higher levels, Circle of the S'more druids can use their fires to charm and to frighten, to commune and even to travel across great distances.

 

Tasty S'mores

At 2nd level, you gain the ability to make healing s'mores wherever you are. You have access to the Tasty S'mores spell, it is always prepared, and it does not count against your spells prepared. As a member of the Circle of the S'more, you may cast Tasty S'mores as a ritual up to twice per long rest.

 

Molten Mallow

As a reaction to a successful magical attack or action, you can add damage by evoking molten marshmallow goo. Creatures hit by a magical attack, or failing a saving throw agaiinst a non-attack magical effect you deliberately caused by casting a spell or using a magic items, are dealt an additional 1d6 fire damage. In addition, they must pass a CON saving throw against your spell save DC or take an additional 1d6 fire damage on your next turn.

The initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

You may use this capability once per short rest.

Enchanted Campfire

At 6th level, you gain the ability to start a magical campfire. During a short or long rest, you can invoke the wonder of a campfire to guard your rest and entrap outsiders. At the start of the rest, you start a fire (you must have fuel to burn), and a magical barrier is formed in a sphere with a 30 foot radius, centered on the fire. The following effects last until the end of the rest.

You and your companions within the sphere, including gear, are invisible to those outside the sphere, although you are detectable by sound and smell. The fire is visible to those outside the sphere. Any creature with intelligence of 4 or greater that enters the sphere must make a Wisdom saving throw against your spell save DC or be mesmerized by the fire.

A mesmerized creature is stunned, and cannot easily look away from the campfire. Mesmerized creatures can make no movement other than to slowly approach the fire as closely as possible without injury to themselves or others. The creature may retry the saving throw at the beginning of each of its turns. If a creature fails its saving throw three times, it will remain mesmerized until you free it by telling an awakening story as described below or the rest ends. If you are asleep, you are awakened if a creature succeeds on its saving throw.

While a creature is mesmerized, you can begin to tell a campfire tale. You can choose the type of effect your tale has on mesmerized creatures: awakening, charming, or frightening. Awakenng stories automatically free mesmerized creatures from the effects of the campfire. If you choose to tell a charming story, each mesmerized creature must make a Wisdom saving throw against your spell save DC or be charmed as though you had targeted them with the Charm Person spell. If you choose a frightening story,  each mesmerized creature must make a Wisdom saving throw against your spell save DC or be frightened as though you had targeted them with the Fear spell. A creature that has passed a saving throw against a campfire tale is immune from further campfire tale effects.

Flickering Messenger

Starting at 10th level, you can summon a messenger from the elemental plane of fire and use it to communicate with fires throughout the planes. As an action on your turn, you can summon an elemental messenger. For the next 10 minutes, you can send use this messenger to send and receive messages with those near other fires.

You must be able to describe the place where the fire is in specific terms. Fireplaces or pits that you have personally seen are best. Those that have been described to you are not as good -- it is up to your Dungeon Master to decide if your knowledge of the fire will be enough to allow the messenger to find it. The messenger takes a certain amount of time to find the destination fire, according to the following rules:
* distant fires on the same plane take 1d4 turns for the messenger to find
* distant fires on non-overlapping planes take 1d20 turns for the messenger to find.
* distant fires on overlapping planes take 1d4+1 turns to find
* the same fire on an overlapping plane takes 1 turn to find (for instance, to communicate between the physical plane and the Border Ethereal)

Upon arrival, ,the messenger  delivers the message psychically, but in your voice, to all within 30' of the fire who are looking at the fire. The messenger waits up to one minute for a reply and then takes one turn to return to your fire where it can communicate up to 10 seconds of the response to you. The messenger does not understand languages other than Ignan, and may therefore cut responses in other languages off at arbitrary points. The messenger can be sent back to the same fire, or to a different fire, as long as it is sent before the spell's 10 minute duration is up. Return trips to fires it has already travelled to during a casting of the spell always take one turn. 

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Flame Step

At 14th level, you are able to traverse the edges of the elemental plane to travel distances small and great, even across dimensions.

Once per long rest, you can cast the spell flame step without preparing it or expending a spell slot.

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