Grand Entrance. The spirit appears in an unoccupied space of summoner's choice they can see within 30 feet of them. Each creature within 10 feet of the spirit (other than the summoner) when it appears must succeed on a Dexterity saving throw against the summoner's spell save DC or take 2d10 fire damage.
Lifeline. The spirit's HP is calculated as the spirit's Constitution modifier + summoner's Wisdom modifier + five times summoner's Druid level.
In combat, the wildfire spirit shares the same initiative count as its summoner, but it takes its turn immediately afterward. The only action it takes on its turn is the Dodge action, unless the summoner takes a bonus action on their turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.
Flame Seed. Ranged Weapon Attack: +7 to hit, range 30 ft., one target the summoner and spirit can see. Hit: 1d6 + 5 fire damage.
Fiery Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of the summoner's choice within 5 feet of the spirit teleport up to 30 feet to unoccupied spaces the summoner can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against the summoner's spell save DC or take 1d6 + 5 fire damage.
Description
A primal spirit bound to a wildfire druid's soul. The summoner determines the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
The wildfire spirit is friendly to its summoner and the summoner's companions and obeys all of its summoner's commands.
Previous Versions
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6/14/2020 9:12:06 PM
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Coming Soon
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