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Circle of Ash

Circle Spells

Your link to the nature of flame grants you access to certain spells. At 2nd level, you learn the firebolt cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Ash 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.
Circle of Ash Spells
Druid Level  Spells
3rd  Flaming Sphere, Pyrotechnics
5th  Fireball, Melf's Minute Meteors
7th  Fire Shield, Wall of Fire
9th  Flame Strike, Immolation

Rejuvenating Ash

Starting at 2nd level, you turn the end of your enemies into the life of your allies. When you kill a creature with a spell of 1st level or higher that deals fire damage, the creature erupts into a 10 foot cube cloud of ash. The area of the ash is heavily obscured, and creatures of your choice that end their turn within the ash regain hit points equal to 1d6 + your druid level. The cloud disperses at the beginning of your next turn.

Infernoborn

Beginning at 6th level, you have resistance to fire damage, and you have immunity to fire damage caused by your own spells and abilities.

Reading the Ashes

At 10th level, the knowledge of the dead comes to you through the ashes. You can cast the speak with dead spell without expending a spell slot as long as the target is the corpse of a creature who died to fire damage. The target does not need to have a mouth when casting this spell in this way.  

Burning World

Starting at 14th level, you can cast mirage arcane once without expending a spell slot or requiring material components. When casting this spell in this way, you can only alter the terrain to appear on fire or damaged by flames, and the spell only lasts for 8 hours. As a bonus action, you can make a ranged spell attack against creature or object you can see within 60 feet of you and in the area of your mirage arcane. On a hit, that creature takes 2d8 fire damage. You regain the ability to cast this spell in this way when you complete a long rest.

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