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Wildfire Spirit, L2, WIS +1

Wildfire Spirit, L2, WIS +1 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 13 (2d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 11or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L3, WIS +1

Wildfire Spirit, L3, WIS +1 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 18 (3d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 11or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L4, WIS +1

Wildfire Spirit, L4, WIS +1 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 23 (4d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +5, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 11or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L5, WIS +1

Wildfire Spirit, L5, WIS +1 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 28 (5d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 12or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L6, WIS +1

Wildfire Spirit, L6, WIS +1 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 33 (6d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 12or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L7, WIS +1

Wildfire Spirit, L7, WIS +1 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 38 (7d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 12or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L8, WIS +1

Wildfire Spirit, L8, WIS +1 Small Elemental, Any Chaotic CR 1 200 xp

  • Armor class 13 (Natural)
  • Hit points 43 (8d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +7, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1 (200 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 12or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L9, WIS +1

Wildfire Spirit, L9, WIS +1 Small Elemental, Any Chaotic CR 1 200 xp

  • Armor class 13 (Natural)
  • Hit points 48 (9d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1 (200 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L10, WIS +1

Wildfire Spirit, L10, WIS +1 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 53 (10d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L11, WIS +1

Wildfire Spirit, L11, WIS +1 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 58 (11d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L12, WIS +1

Wildfire Spirit, L12, WIS +1 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 63 (12d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L13, WIS +1

Wildfire Spirit, L13, WIS +1 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 68 (13d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L14, WIS +1

Wildfire Spirit, L14, WIS +1 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 73 (14d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L15, WIS +1

Wildfire Spirit, L15, WIS +1 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 78 (15d8+3)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L16, WIS +1

Wildfire Spirit, L16, WIS +1 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 84 (16d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +8, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L17, WIS +1

Wildfire Spirit, L17, WIS +1 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 89 (17d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L18, WIS +1

Wildfire Spirit, L18, WIS +1 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 94 (18d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L19, WIS +1

Wildfire Spirit, L19, WIS +1 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 99 (19d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L20, WIS +1

Wildfire Spirit, L20, WIS +1 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 104 (20d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 1 time per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 10 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L2, WIS +2

Wildfire Spirit, L2, WIS +2 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 14 (2d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 12or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L3, WIS +2

Wildfire Spirit, L3, WIS +2 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 19 (3d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 12or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L4, WIS +2

Wildfire Spirit, L4, WIS +2 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 24 (4d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +5, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 12or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L5, WIS +2

Wildfire Spirit, L5, WIS +2 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 29 (5d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L6, WIS +2

Wildfire Spirit, L6, WIS +2 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 34 (6d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L7, WIS +2

Wildfire Spirit, L7, WIS +2 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 39 (7d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L8, WIS +2

Wildfire Spirit, L8, WIS +2 Small Elemental, Any Chaotic CR 1 200 xp

  • Armor class 13 (Natural)
  • Hit points 44 (8d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +7, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1 (200 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L9, WIS +2

Wildfire Spirit, L9, WIS +2 Small Elemental, Any Chaotic CR 1 200 xp

  • Armor class 13 (Natural)
  • Hit points 49 (9d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1 (200 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L10, WIS +2

Wildfire Spirit, L10, WIS +2 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 54 (10d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L11, WIS +2

Wildfire Spirit, L11, WIS +2 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 59 (11d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L12, WIS +2

Wildfire Spirit, L12, WIS +2 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 64 (12d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L13, WIS +2

Wildfire Spirit, L13, WIS +2 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 69 (13d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L14, WIS +2

Wildfire Spirit, L14, WIS +2 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 74 (14d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L15, WIS +2

Wildfire Spirit, L15, WIS +2 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 79 (15d8+4)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L16, WIS +2

Wildfire Spirit, L16, WIS +2 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 85 (16d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +8, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L17, WIS +2

Wildfire Spirit, L17, WIS +2 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 90 (17d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L18, WIS +2

Wildfire Spirit, L18, WIS +2 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 95 (18d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L19, WIS +2

Wildfire Spirit, L19, WIS +2 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 100 (19d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L20, WIS +2

Wildfire Spirit, L20, WIS +2 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 105 (20d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 2 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 10 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L2, WIS +3

Wildfire Spirit, L2, WIS +3 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 15 (2d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L3, WIS +3

Wildfire Spirit, L3, WIS +3 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 20 (3d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L4, WIS +3

Wildfire Spirit, L4, WIS +3 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 25 (4d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +5, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 13or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L5, WIS +3

Wildfire Spirit, L5, WIS +3 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 30 (5d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L6, WIS +3

Wildfire Spirit, L6, WIS +3 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 35 (6d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L7, WIS +3

Wildfire Spirit, L7, WIS +3 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 40 (7d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L8, WIS +3

Wildfire Spirit, L8, WIS +3 Small Elemental, Any Chaotic CR 1 200 xp

  • Armor class 13 (Natural)
  • Hit points 45 (8d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +7, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1 (200 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L9, WIS +3

Wildfire Spirit, L9, WIS +3 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 50 (9d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L10, WIS +3

Wildfire Spirit, L10, WIS +3 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 55 (10d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L11, WIS +3

Wildfire Spirit, L11, WIS +3 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 60 (11d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L12, WIS +3

Wildfire Spirit, L12, WIS +3 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 65 (12d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L13, WIS +3

Wildfire Spirit, L13, WIS +3 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 70 (13d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L14, WIS +3

Wildfire Spirit, L14, WIS +3 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 75 (14d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L15, WIS +3

Wildfire Spirit, L15, WIS +3 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 80 (15d8+5)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L16, WIS +3

Wildfire Spirit, L16, WIS +3 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 86 (16d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +8, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L17, WIS +3

Wildfire Spirit, L17, WIS +3 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 91 (17d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L18, WIS +3

Wildfire Spirit, L18, WIS +3 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 96 (18d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L19, WIS +3

Wildfire Spirit, L19, WIS +3 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 101 (19d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L20, WIS +3

Wildfire Spirit, L20, WIS +3 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 106 (20d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 3 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 10 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L2, WIS +4

Wildfire Spirit, L2, WIS +4 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 16 (2d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L3, WIS +4

Wildfire Spirit, L3, WIS +4 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 21 (3d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L4, WIS +4

Wildfire Spirit, L4, WIS +4 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 26 (4d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +5, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 14or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L5, WIS +4

Wildfire Spirit, L5, WIS +4 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 31 (5d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L6, WIS +4

Wildfire Spirit, L6, WIS +4 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 36 (6d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L7, WIS +4

Wildfire Spirit, L7, WIS +4 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 41 (7d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L8, WIS +4

Wildfire Spirit, L8, WIS +4 Small Elemental, Any Chaotic CR 1 200 xp

  • Armor class 13 (Natural)
  • Hit points 46 (8d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +7, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1 (200 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L9, WIS +4

Wildfire Spirit, L9, WIS +4 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 51 (9d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L10, WIS +4

Wildfire Spirit, L10, WIS +4 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 56 (10d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L11, WIS +4

Wildfire Spirit, L11, WIS +4 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 61 (11d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L12, WIS +4

Wildfire Spirit, L12, WIS +4 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 66 (12d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L13, WIS +4

Wildfire Spirit, L13, WIS +4 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 71 (13d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L14, WIS +4

Wildfire Spirit, L14, WIS +4 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 76 (14d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L15, WIS +4

Wildfire Spirit, L15, WIS +4 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 81 (15d8+6)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L16, WIS +4

Wildfire Spirit, L16, WIS +4 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 87 (16d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +8, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L17, WIS +4

Wildfire Spirit, L17, WIS +4 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 92 (17d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 18or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L18, WIS +4

Wildfire Spirit, L18, WIS +4 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 97 (18d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 18or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L19, WIS +4

Wildfire Spirit, L19, WIS +4 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 102 (19d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 18or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L20, WIS +4

Wildfire Spirit, L20, WIS +4 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 107 (20d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 4 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 10 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 18or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L2, WIS +5

Wildfire Spirit, L2, WIS +5 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 17 (2d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L3, WIS +5

Wildfire Spirit, L3, WIS +5 Small Elemental, Any Chaotic CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 22 (3d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/4 (50 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L4, WIS +5

Wildfire Spirit, L4, WIS +5 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 27 (4d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +5, CON +4, WIS +4,

Skills:Nature + 3,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 15or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L5, WIS +5

Wildfire Spirit, L5, WIS +5 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 32 (5d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 2 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L6, WIS +5

Wildfire Spirit, L6, WIS +5 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 37 (6d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L7, WIS +5

Wildfire Spirit, L7, WIS +5 Small Elemental, Any Chaotic CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 42 (7d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1/2 (100 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 3 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L8, WIS +5

Wildfire Spirit, L8, WIS +5 Small Elemental, Any Chaotic CR 1 200 xp

  • Armor class 13 (Natural)
  • Hit points 47 (8d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +7, CON +5, WIS +5,

Skills:Nature + 4,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 1 (200 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 16or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L9, WIS +5

Wildfire Spirit, L9, WIS +5 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 52 (9d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate originate from you or your wildfire spirit.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 4 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L10, WIS +5

Wildfire Spirit, L10, WIS +5 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 57 (10d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L11, WIS +5

Wildfire Spirit, L11, WIS +5 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 62 (11d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 5 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L12, WIS +5

Wildfire Spirit, L12, WIS +5 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 67 (12d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +8, CON +6, WIS +6,

Skills:Nature + 5,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 17or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L13, WIS +5

Wildfire Spirit, L13, WIS +5 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 72 (13d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 6 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 18or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L14, WIS +5

Wildfire Spirit, L14, WIS +5 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 77 (14d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 18or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L15, WIS +5

Wildfire Spirit, L15, WIS +5 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 82 (15d8+7)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON15 (+2)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 7 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 18or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L16, WIS +5

Wildfire Spirit, L16, WIS +5 Small Elemental, Any Chaotic CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 88 (16d8+8)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +9, CON +8, WIS +7,

Skills:Nature + 6,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 2 (450 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 18or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L17, WIS +5

Wildfire Spirit, L17, WIS +5 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 93 (17d8+8)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 8 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 19or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L18, WIS +5

Wildfire Spirit, L18, WIS +5 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 98 (18d8+8)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS15 (+2)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +8,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 12

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 19or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L19, WIS +5

Wildfire Spirit, L19, WIS +5 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 103 (19d8+8)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 9 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 19or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.

Wildfire Spirit, L20, WIS +5

Wildfire Spirit, L20, WIS +5 Small Elemental, Any Chaotic CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 108 (20d8+8)
  • Speed 20 ft, Hover 30ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON17 (+3)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA12 (+1)

Save Throws:DEX +10, CON +9, WIS +9,

Skills:Nature + 7,

Damage Immunities:Fire

Condition Immunities:Charmed, Frightened, Grappled, Prone, Restrained

Senses:Darkvision, 60ft, Passive Perception 13

Languages:Master's Languages

Challenge:CR 3 (700 xp)

Enhanced Bond.Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, you can add 1d8 as a bonus to either the damage, healing, or attack rolls.

Familiar Casting Spells with a range other than self can orginiate 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, it either 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 5 times per long rest.

Actions

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

Legendary Actions

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The wildfire spirit manifests for 10 hours, until it is reduced to 0 hit points, or until you use your Wild Shape again.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC 19or take 11 (2d10) fire damage.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions above.