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# Druid ### Additional Spells ##### Cantrips (0 Level) - Acid Splash (PHB) - Sapping Sting (EGtW) ##### 1st Level - Magnify Gravity (EGtW) ##### 2nd Level - Branch Blade ##### 3rd Level - Thunder Step (XGE) - Wall of Sand (XGE) ##### 4th Level - Lingering Toxins - Storm Sphere (XGE) ##### 5th Level - Dawn (XGE) - Immolation (XGE) - Wall of Lightning ##### 6th Level - Wall of Ice (PHB) ##### 7th Level - Tether Essence (EGtW) ### Wild Companion *(2nd-level Druid Feature)* At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast. \columnbreak ## Druid Circles ### Circle of Wildfire ##### Circle Spells When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you. | Druid Level | Spells | |:----:|:----:| | 2nd | Burning Hands, Cure Wounds | | 3rd | Flaming Sphere, Scorching Ray | | 5th | Fireball, Revivify | | 7th | Aura of Life, Fire Shield | | 9th | Flame Strike, Mass Cure Wounds | #### Summon Wildfire Spirit At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine 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. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take 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 can take any action of its choice, not just Dodge. The spirit manifests 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. \pagebreak ___ > ## Wildfire Spirit >Small Elemental > ___ > - **Armor Class:** 13 (natural armor) > - **Hit Points:** 5 + five times your druid level > - **Speed:** 30 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|14 (+2)|13 (+1)|15 (+2)|11 (+0)| >___ > - **Damage Immunities:** fire > - **Condition Immunities:** charmed, frightened, grappled, prone, restrained > - **Senses:** darkvision 60ft., passive Perception 12 > - **Languages:** understands the languages you speak > - **Proficiency:** equal your bonus > ___ > > ### Actions > ***Flame Seed.*** *Ranged Weapon Attack:* your spell attack modifier to hit, range 60 ft., one target you can see. *Hit:* 1d6 + PB fire damage. > > ***Fiery Teleportation.*** The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage. #### Enhanced Bond At 6th level, 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, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. \columnbreak #### Cauterizing Flames At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet 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 or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Blazing Revival At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak ### New Spells #### Branch Blade *2nd-level transmutation* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Material Components:** V, M (a twig) - **Duration:** Concentration, up to 1 minute ___ You cause a small twig into a grow into a deadly bladed weapon. The magic sword last until the end of the duration. It counts as a simple melee weapon with which you are proficient. They deal 4d4 magical slashing damage on hit and have the finesse, and light properties. While wielding the weapon, you critically strike on a 19 or 20. ___ If you let go of the weapon it shrivels back to its original form at the end of your turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to regrow in your possesion. ___ **At Higher Levels.** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 5d4. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 6d4. When you cast it using a spell slot of 7th level or higher, the damage increases to 7d4. #### Lingering Toxins *4th-level conjuration* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Material Components:** V, S, M (A rotten mushroom) - **Duration:** Concentration, up to 1 minute ___ You summon spores or sludge to inflict the target with disease. The target must make a Constitution saving throw. On a failure they take 4d12 poison damage and become poisoned for the duration, or half as much damage and not poisoned on a successful save. A creature poisoned by this spell takes an additional 2d12 poison damage on the start of each of their turns. The target can attempt to end the additional poison with a Constitution Check against your Spell Save DC. If a poisoned creature drops to zero hit points with this spell, they explode in a cloud of poison. Every creature within a 20 foot radius of the target to make a Constitution saving throw or take 2d12 poison damage, or half as much on a success. ___ **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the spells damage increases by 1d12 for each slot level above 4th. \columnbreak #### Wall of Electricity *5th-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 150 feet - **Components:** V, S, M (a small metal rod) - **Duration:** Concentration, up to 5 minute ___ You summon a wall of pure lightning at a point you can see within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. You can choose to make it a 20 foot high, 20 foot wide cube, or a 10 foot hemispherical dome or sphere. In any form the walls are 1 foot thick and are opaque. When the wall appears, each creature within the area of the wall must make a Dexterity saving throw. On a failed save, a creature takes 4d10 lightning damage and is paralyzed for 1 minute. On a successful save, creatures take half damage and are not paralyzed. A paralyzed creature can make another Dexterity saving throw at the end of each of its turns, ending the effect on a success. A creature that ends its turn in the walls area takes 4d10 lightning damage. Until the spell ends, you can launch a lightning bolt from the wall to one creature you can see within 60 feet of it. Make a ranged spell attack. On hit, the target takes 4d10 lightning damage. You have advantage on the spell attack roll if the creature is inside of the wall. ___ **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.