Druid: Difference between revisions

3,454 bytes added ,  16:37, 20 December 2022
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''14th Level Circle of Unbreaking Feature''<br>
''14th Level Circle of Unbreaking Feature''<br>
Your connection to nature helps to shield you from harm. At the start of each of your turns, you gain a number of Temporary Hit Points equal to half your Druid Level.
Your connection to nature helps to shield you from harm. At the start of each of your turns, you gain a number of Temporary Hit Points equal to half your Druid Level.
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== Circle of Wildfire ==
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
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==== Summon Wildfire Spirit ====
''2nd Level Circle of Wildfire Feature''<br>
You can summon the primal spirit bound to your soul. You can spend 1 Wild Point as an Action to summon your Wildfire Spirit.<br>
The spirit appears in an unoccupied space of your choice that you can see within 30ft of you. Every other creature within 10ft of the Spirit when it appears makes a Dexterity Saving Throw against your Spell Save DC. On a failed Save a creature takes 2d6 Fire Damage.<br>
The Wildfire Spirit is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Wildfire Spirit Companion stat block, which uses your Proficiency Bonus (PB) in several places.<br>
In combat, the Wildfire Spirit shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the Spirit takes the Action that would best protect itself and you.<br>
The Spirit remains for 1 hour, until it is reduced to 0 Hit Points, until you use this feature to summon the Spirit again, or until you die. Anything the Spirit was wearing or carrying is left behind when the Spirit vanishes.
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==== Enhanced Bond ====
''6th Level Circle of Wildfire Feature''<br>
The bond with your Wildfire Spirit enhances your destructive and restorative Spells. Whenever you cast a Spell that deals Fire Damage or restores Hit Points while your Wildfire Spirit is summoned, you add a d8 to the Fire Damage dealt, or Hit Points restored by the Spell.<br>
Additionally, when you cast a Druid Spell, you can cast it from the space of your Wildfire Spirit.
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==== Cauterizing Flame ====
''10th Level Circle of Wildfire Feature''<br>
You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature is reduced to 0 Hit Points within 30ft of you or your Wildfire Spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your Reaction to extinguish the spectral flame there and either heal the creature that just entered that space or deal Fire Damage to it. The Healing or Damage equals 2d10 + your Wisdom Modifier.<br>
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Blazing Revival ====
''14th Level Circle of Wildfire Feature''<br>
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120ft of you when you are reduced to 0 Hit Points, you can cause the Spirit to vanish, and then regain a number of Hit Points equal to half your Maximum Hit Points and immediately rise to your feet.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest.
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