![]() 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. Hit: 1d6 + PB fire damage.įiery Teleportation. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Languages: understands the languages you speakįlame Seed. ![]() Senses: darkvision 60 ft., passive Perception 12 Hit Points: 5 + five times your druid levelĬondition Immunities: charmed, frightened, grappled, prone, restrained 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. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. That action can be one in its stat block or some other action. 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. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. The spirit is friendly to you and your companions and obeys your commands. 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 appears in an unoccupied space of your choice that you can see within 30 feet of you. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. Druid LevelĪt 2nd level, You can summon the primal spirit bound to your soul. 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. 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. 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. ![]() When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. A DM can decide if that is adequate, and if certain meat is worth more or less.Source: Tasha's Cauldron of Everything Circle Spells For example, dragon meat could cost 10x more than standard livestock meat, while insect meat could cost only a copper or two per pound. The value of meat can vary drastically, depending on the quality, rarity and the creature it is sourced from. ⋆ The table above uses a standard price of 5cp per pound for regular a piece of animal meat (such as cattle or deer). ‡ Raw meat has a very short shelf-life, and will go bad within a day if it is not refridgerated or cured. And one slab of meat (4 lbs.), can be used to make 1 dried ration (2 lbs.). † The weight of a raw piece of meat is 4 pounds. This poison usually sells for 200gp, but the poison is often considered an illicit good (and may not be sold to normal vendors). Any creature successfully hit must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. Serpent Venom (Injury): The poison can coat up to 3 pieces of ammunition or 1 melee weapon for 1 minute. Refining the Poison: Once the gland is extracted, an alchemist (or someone proficient in the poisoner's kit) can spend 12 hours and 100gp worth of material to create Serpent Poison (DC 14 Poisoner Kit or Alchemist Supplies check). If the character fails the check by 5 or more, the character is subjected to the creature's venom. On a failed check, the character is unable to extract the poison gland. On a successful check, the character harvests the creature's poison gland that must be refined before producing 1 dose of Serpent Venom (see below, or DMG p258). Proficiency with the poisoner kit may be used for harvesting this gland. A skilled harvester can attempt to remove the gland intact. The imp's red, scorpion-like stinger contains a fist-sized bloody sack that produces a deadly venom for the imp.
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