Level
4th
Casting Time
1 Action
Range/Area
120 ft. (5 ft. *)
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Fire

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube and sheds bright light in a 30 foot radius, and dim light for another 30 feet. When you cast the spell, choose any number of creatures to be treated as allies by the spell. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d6 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. All creatures chosen as allies that are within 30 feet of the bonfire when you cast the spell regain 2d4 hit points. All creatures chosen as allies that are in the dim light of the bonfire when you cast the spell regain 1d4 hit points. An allied creature also regains hit points when they enter the light of the bonfire for the first time on a turn or if they end their turn there. If a creature moves into the bonfire's dim light and regains hit points from it, it cannot regain hit points by moving into the bright light on the same turn. If the creature ends their turn in the bright light, they still regain hit points in that instance.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th and the hit points regained by allies increases by 1d4 for each slot level above 4th (Both ranges).

Spell Tags: Damage Control

Available For: Druid (Legacy) Ranger (Legacy)

SageSmoke

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