Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 6 (1d6+2) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 11 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 7 (1d6+3) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 11 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 12 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 12 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 12 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 9 (1d6+5) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 12 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 10 (1d6+6) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 12 (2d10+1). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 1times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 6 (1d6+2) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 12 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 7 (1d6+3) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 12 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 9 (1d6+5) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 10 (1d6+6) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 13 (2d10+2). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 2times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 6 (1d6+2) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 7 (1d6+3) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 13 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 9 (1d6+5) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 10 (1d6+6) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 14 (2d10+3). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 3times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 6 (1d6+2) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 7 (1d6+3) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 14 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 9 (1d6+5) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 10 (1d6+6) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 18 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 18 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 18 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 15 (2d10+4). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 4times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 18 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 6 (1d6+2) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +4 to hit, Range 30ft.
Hit. 7 (1d6+3) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 15 DEX Save or take 6 (1d6+2) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 8 (1d6+4) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +5 to hit, Range 30ft.
Hit. 9 (1d6+5) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 16 DEX Save or take 7 (1d6+3) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +6 to hit, Range 30ft.
Hit. 10 (1d6+6) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 17 DEX Save or take 8 (1d6+4) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 18 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 18 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 18 DEX Save or take 9 (1d6+5) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +7 to hit, Range 30ft.
Hit. 11 (1d6+7) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 18 DEX Save or take 10 (1d6+6) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 19 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 19 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 19 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help
Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 16 (2d10+5). The flames vanish after a creature has touched them or after 1 minute.
You can use this feature a number 5times per long rest.
Flame Seed. Ranged Weapon Attack. +8 to hit, Range 30ft.
Hit. 12 (1d6+8) Fire Damage.
Firey Teleportation (Once per Summon). The spirit and each willing creature of your choice within 5ft teleport up to 30ft to unoccupied spaces you can see. Each creature within 10ft of the space must succeed on a DC 19 DEX Save or take 11 (1d6+7) Fire Damage.
Help: Assist another (specified) creature in a task or attack, and it gains Advantage on an attack, save, or skill check before the Spirit's next turn.
Other Actions: Dash, Disengage, Dodge, Hide, Search, Use Object, Help