Druid
Base Class: Druid

a druid with the power to manipulate many things

burning soul

at second level, you learn to set your soul alight. you can expend a use of your wild shape to set your body on a royal deep blue fire for up to one hour, unless dispelled for a bonus action, or you drop to zero hit points. You emit bright light in a 15 foot radius, and dim light in another 15 foot radius. The fire is harmless to you. When someone hits you with an attack within five feet of you, they take 1d4 + your wisdom modifier fire damage, assuming your body is alight. If someone within 5 feet of you dies via burning soul, you regain 1d4 + your wisdom modifier health, assuming it was your burning soul that killed them. If you dispell burning soul. You can reactivate it using a bonus action at any given point until the hour has ended.

 

relax mind

Starting at 3rd level, your produce flame can manipulate the minds of others. One of your cantrips become produce flame if you don't know it already. If you touch a creature whilst using produce flame, you can put them into a state of rest. This feature has uses equal to your wisdom modifier (minimum of 1) when you touch a creature with produce flame, they must make a wisdom saving throw unless they are willing. The Dc is your spell save DC. On a success, nothing happens and the use is wasted. On a failure, they are charmed by you for one hour. During this time, they must be resting, and their mind is put at ease. If someone attacks them, they will not fight back. You gain all expended uses after finishing a long rest.

lost spirit

Starting at 6th level, you begin to notice a spirit within your magic. This spirit can communicate telepathically, and you can communicate with it telepathically. The spirit is true neutral, and will constantly suggest you do certain things. the spirit has an intelligence score of 13, a wisdom score of 14, and a charisma score of 12. You can use an action to place the spirit in a dead corpse that you are touching. The spirit will willingly go into the dead body. The spirit can either take the mind or the body of the corpse. The spirit can only take the corpse of someone with a challenge rating equal to half your druid level, rounded up. If the spirit takes the body of the corpse, the spirit gains the strength, dexterity, and constitution scores of the dead body, whilst keeping its intelligence, wisdom, and charisma scores. The spirit is friendly to you and your party, but cannot talk while in a body. It can only communicate telepathically. If the spirit wants to talk to someone else, it can communicate telepathically with them, but only if you allow it. While the spirit is in a body, it will act on its own, but will obey any command you tell it, no action required. despite that, the spirit cannot use any sort of magic, but can can use any racial traits the body had, but doesn't have any class levels the body had. If the host drops to zero hit points whilst the spirit is in the body, the host's body turns to dust and the spirit comes back into your magic. If you choose for the spirit to take the mind,  It will learn any information the corpse had. For instance, if the corpse knew the location of an artifact, the spirit would know and would attempt to figure out the location. However, whenever the spirit tries to figure something out, the DM must make a DC 15 saving throw for the creature the spirit is searching the mind of. If they succeed, the spirit fails to find the memory. The body does not add any modifiers to the saving throw. The spirit can only ask yes or no questions to its host. Starting at 10th level, the spirit can ask whatever kinds of questions it wants to it's host, not just yes or no.

spirit's liking

Starting at 10th level, your spirit has grown a much bigger liking to you. It is willing to share its magic with you. Whenever you use your burning soul, you can tell your spirit to leave its host if it is in one, and go into your flaming cloak. When this happens, wings of royal deep blue fire sprout from your back. If you already have wings, the wingspan doubles and they catch on fire. The fire is harmless to you. You gain a flying speed of 30 feet. If you already have a flying speed, it increases by 30. Your AC increases by one while your burning soul is active. If you are hit from an attack from within five feet of you, the fire damage becomes 1d8 + your wisdom modifier. Whenever you deal fire damage, you ignore resistance and immunity to fire damage. If someone dies from your burning soul, you instead regain 1d10 + your wisdom modifier health.

Flame overlord

starting at 14th level, you have mastered the art of the produce flame cantrip. Whenever you use the produce flame cantrip, you know how to transmute it into certain forms. As a bonus action, when you cast produce flame, you may enter a state where your magic is fueled by your lost spirit purely. This lasts for one minute. When using produce flame, you can cast burning hands, flame blade, heat metal, scorching ray, and flaming sphere, all at will and without expending a spell slot. You have immunity to fire damge, resistance to cold damage, and had your burning soul active. This does not expend a use of burning soul. When you gain the archdruid feature, you can only use your burning soul twice between long rests. None of these spells require material components. When you use this feature, you cannot use it again until you finish a long rest.

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