Fearne_L11
Fearne_L11
Fearne_L11
INSPIRATION
STRENGTH
17 2 35
7 4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-2 PERSONALITY TRAITS
14
2
2
Dexterity
Constitution
75
CURRENT HIT POINTS IDEALS
● 3 Intelligence
2 ● 9 Wisdom
3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
15
2 Acrobatics (Dex) Total SUCCESSES
2 Animal Handling (Wis)
5
11d8 FAILURES
● 3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -2 Athletics (Str)
9 ●
3
3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
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112 6' 1"
AGE HEIGHT WEIGHT
Fearne Calloway
Sea Foam Green
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.
Ram: Use horns for unarmed Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a
strikes for 1d4+STR damage. Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's
Magic Resistance: Advantage game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several
places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure
on saving throws against made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
spells and other magical
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The
effects. only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to
command it to take another action. That action can be one in its stat block or some other action. If
you are incapacitated, the spirit can take any action of its choice, not just Dodge.
Mirthful Leaps: When you
make a long or high jump, The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to
summon the spirit again, or until you die.
can roll a d8 and add the
number to the number of feet
ADDITIONAL FEATURES & TRAITS
you cover, even when making
a standing jump. This extra
distance costs movement as Enhanced Bond:
normal. The bond with your wildfire spirit enhances your destructive and
restorative spells. Whenever you cast a spell that deals fire
Reveler: Proficient in damage or restores hit points while your wildfire spirit is
Performance, Persuasion, summoned, roll a d8, and you gain a bonus equal to the number
and one instrument (dulcimer) rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the
spell can originated from you or your wildfire spirit.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid WIS 17 9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Guidance ● Plant Growth (Circle of Wildfire)
Dispel Magic
Tidal Wave
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Stoneskin
Stone Shape
8
Wall of Fire
2 3
● Flaming Sphere (Circle of Wildfire)
Flame Blade
5 1
Air Bubble
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.