Your body has been consumed by flames as it steadily grows inside. You learn the *control flames* cantrip. When you reach certain druid levels, you gain access to the spells in the table below. They count as druid spells for you and you always have them prepared, but they don't count against the total number of spells you prepare each day. ##### Circle of Embers Spells | Druid Level | Spells | |:---:|:-----------| | 2nd | *burning hands, earth tremor* | | 3rd | *earthen grasp, pyrotechnics* | | 5th | *erupting earth, fireball* | | 7th | *sickening radiance, wall of fire* | | 9th | *immolation, wrath of nature* | | 11th | *investiture of flame* | #### Soul of Embers *2nd-level Circle of Embers feature*
The power of everburning cinders dwells within you, allowing your body to function with a lack of sustenance and air. You don't need to eat, and you don't need to breathe unless you are submerged in water for 10 minutes. Additionally, as an action, you can magically ignite a flammable object you touch with your hand. This includes objects like a torch, a campfire, or the hem of drapes. #### Fleeting Cinders *2nd-level Circle of Embers feature*
You have learned to tap into the evergrowing flames left unchecked. You have a pool of burnable energy represented by a number of d4s equal to your druid level. Whenever you cast a druid spell or whenever you deal damage with a druid spell, you can spend a number of dice equal to your proficiency bonus or less. Roll the spent dice and add them together. You deal extra fire damage with one of the spell's damage rolls equal to the total. Additionally, you may change the damage type of the spell to bludgeoning or fire damage. You regain all expended dice when you finish a long rest. Alternatively, you may expend a use of your Wild Shape feature as a bonus action to regain a number of dice equal to your proficiency bonus.
Druidic Circle | Circle of Cinders | /u/Cixal
Artwork by [海蛎喵罐头](https://mobile.twitter.com/Oystermiao)
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#### Ashes to Ashes
*6th-level Circle of Embers feature*
The spells that you cast start to leave behind poisonous ashes that try to weave its way into your enemies. Whenever you deal fire or bludgeoning damage with a druid spell, you can choose to cling magical ashes onto a creature affected. That creature must make a Constitution saving throw against your spell save DC or become poisoned as ash begins to fill their lungs for 1 minute. Creatures that do not need to breathe are immune to this feature. While poisoned this way, the creature loses 1d8 hit points at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Fuel of the Pyre *10th-level Circle of Embers feature*
Your body continues to be further connected to the cinders you conjure. The d4s of your Fleeting Cinders become d6s. Moreover, when you spend dice from your Fleeting Cinders feature, you gain temporary hit points equal to the extra fire damage added to the spell's damage roll + the number of spent dice. \columnbreak #### Investiture of Embers *14th-level Circle of Embers feature*
Your bond with the embers have reached its peak. You can cast *investiture of flame* by expending a use of Wild Shape, rather than using a spell slot. Additionally, When you cast *investiture of flame*, you gain the following benefits for its duration: - You gain resistance to bludgeoning, piercing, and slashing damage. - The spell does not require concentration. - You can use the action apart of *investiture of flames* as a bonus action.
> ##### Editor's Notes > - Theme created by [/u/Eiti3](https://www.reddit.com/user/Eiti3), altered by /u/Cixal. > > - Granted help by the Discord of Many Things.
Druidic Circle | Circle of Cinders | /u/Cixal
Artwork by [Shaienny](https://www.deviantart.com/shaienny)