Circle of Consuming flames

Fire is one of the four elements that make up the universe and it can be seen in all aspects of life. We use gentle, flickering candlelight to read at night, and start a slowly waning campfire to keep warm outside; flames are in all aspects of all things, from the heavens above to the hells down below, and it constantly watches over us, just like the sun. Fire is the truest, purest and most powerful form in nature. Thus, it is only natural that nature be bathed in flames once more, so the corruption spread to this day by mortal races and forces that defy nature can be cleansed. This corruption cannot be reversed, so everything must be destroyed and a universe must be built anew through the ever-burning flames.

Shroud of Flames

Starting at 2nd level, you are surrounded by an invisible shroud of flame that is harmless until you unleash its wrath on a creature nearby. When a creature you can see moves to a space within 10 feet of you on a turn, or it starts its turn there, it can feel the heat around you increase. You can use your reaction to deal 1d4 fire damage to that creature unless it succeeds on a Dexterity saving throw against your spell save DC. The fire damage increases to 1d6 at 6th level, 2d4 at 10th level, and 2d6 at 14th level.

Fire Beast

At 2nd level, you gain the ability to mold fire into your beast shape from Wild Shape. You become a burning version of the beast you transformed into when using this feature. You can use this feature every time you use your Wild Shape feature, and once after you transformed into your Wild Shape as a reaction.

While you are using this feature is, you gain the following benefits:

  • You gain resistance to fire damage and vulnerability to cold damage.
  • Your melee weapon attacks deal an extra 1d6 fire damage.

These benefits last for 10 minutes or until you transform back to your normal shape.

Circle Spells

Your connection to the realms of fire through your rage fills you with the ability to cast certain fire-themed spells. At 3rd, 5th, 7th, and 9th level, you gain access to circle spells connected to the primal fire.

Once you gain access to a circle spell, 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 nonetheless counts as a druid spell for you.

Circle Spells
Druid Level Circle Spells
3rd continual flame, scorching ray
5th entropic fire*, fireball
7th fire shield, memory of fire*
9th devoured in flames*, vines of fire*

Fiery Companion

At 6th level, you gain the ability to speak the true language of fire, Ignan.

Additionally, you gain the ability to call a denizen of the fire plane by consuming some part of nature through flames. As an action, you annihilate a tree, a rat, a butterfly, a piece of soil, or some other living thing (whose CR is 0), with raging flames by shouting the word ‘’BURN!” in Ignan and summoning a creature of fire whose challenge rating is 1/2 or lower. It remains with you for 1 hour, and then returns to its home.

In a combat encounter, this creature’s turn is immediately after yours in the initiative order. It obeys the commands you give with your mind for its action, it can only use the Attack action, and it can only attack once per turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain any expended uses after you finish a long rest.

The maximum challenge rating of the creature you summon with this feature increases to 1 at 10th level, and to 2 at 14th level.

Herald of Flames

At 10th level, your connection with the fire plane, and the flames it inspires, becomes so powerful that you gain the ability to channel energy from fire, and you gain the ability to wield the true, primal form of fire. You gain the following benefits:

  • Resistance and immunity to fire damage are both less effective against the fire damage you deal with your attacks and spells. Fire resistance can only reduce the fire damage you deal by 1/4 (rounded down) and fire immunity only reduces this damage by half.
  • When you kill a creature using a spell that deals fire damage using a spell slot of 6th level or lower, you regain the spell slot you expended to cast this spell.
  • In areas close to the fire plane (volcanoes, etc.), or in areas that are within 10 feet of bonfires larger than you, the time it takes for you to take a short rest halves, and to take a long rest decreases by 2 hours.

Wreathed in Flames

At 14th level, you can open yourself up to the powerful, destructive flames of the fire plane as a bonus action. The flames find life within your body, transforming you into a destructive flame for 1 minute, or until you are decapitated or until you transform back to your normal shape as a bonus action. During this transformation, you cannot cast spells.

Essence of Flames

Medium elemental

Armor Class 18 (molten plate)
Hit Points 117 (18d8 + 36)
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) Unchanged* Unchanged* Unchanged*

Saving Throws & Skills. You retain your saving throw proficiencies but your proficiency bonus is +3.
Damage Resistances You gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities You gain immunity to fire, poison damage.
Damage Vulnerabilities You gain vulnerability to cold damage.
Condition Immunities You are immune to the paralyzed, petrified, poisoned, prone conditions.
Senses Your senses are unchanged.
Languages Your languages are unchanged.

SPECIAL TRAITS

  • Attributes. You retain your Intelligence, Wisdom and Charisma scores.
  • Brilliant Aura. You shed bright light in a 20-foot radius and dim light in a 20-foot radius. Also, you do not need to spend your reaction to use the Shroud of Flames feature as it is always active.

ACTIONS

  • Shroud of Flames. You are surrounded by an invisible shroud of flame that is harmless until you unleash its wrath on a creature nearby. When a creature you can see moves to a space within 10 feet of you on a turn, or it starts its turn there, it can feel the heat around you increase. You can use your reaction to deal 1d4 fire damage to that creature unless it succeeds on a Dexterity saving throw against your spell save DC. The fire damage increases to 1d6 at 6th level, 2d4 at 10th level, and 2d6 at 14th level.

ACTIONS

  • Change Form. You can use a bonus action to change forms.
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