You can summon harmless spirit animals formed from grey-black ash and ember. These ashling spirits often resemble foxes, ravens, wolves, or other beasts of the wild.
As a bonus action, you summon an Ashling in an unoccupied space within 30 feet of you. When you summon it, roll 2d20; the Ashling remains for a number of minutes equal to the total rolled. The Ashling sheds dim light in a 10-foot radius, can mimic simple animal sounds, and can scout within 60 feet of you. While your Ashling is present, you have advantage on Wisdom (Survival) checks made in burned forests, volcanic terrain, ash fields, or similarly scorched environments.
The Ashling cannot attack, activate magic items, or carry more than a Tiny object. You can summon an Ashling a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* - (Fire/ash)
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