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Summon Wildfire Spirit (2)

  • casting time Action
  • range 30 ft

  • components None
  • duration 1 hr

Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Proficiency Bonus: equals your bonus
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.

Druid Circle of Wildfire

Summon Wildfire Spirit (1)

  • casting time Action
  • range 30 ft

  • components None
  • duration 1 hr

You can expend one use of your Wild Shape feature to summon your wildfire spirit. 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. 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. 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.

Druid Circle of Wildfire

Wild Shape

  • casting time Action
  • range Self

  • components None
  • duration (DruidLVL)/2 hrs

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Your game statistics are replaced by the statistics of the beast, but you retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form,
You can't cast spells.

Druid Class Feature

Mimicry

  • casting time n/a
  • range n/a

  • components n/a
  • duration n/a

You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Kenku Mordekainen

Kenku Recall

  • casting time n/a
  • range n/a

  • components n/a
  • duration n/a

When you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Kenku Mordekainen

Expert Duplication

  • casting time n/a
  • range n/a

  • components n/a
  • duration n/a

When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.

Kenku Mordekainen

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