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Adventure Title
DDHC-LMOP-1 Goblin Arrows
DDHC-LMOP-1 Goblin Arrows
Session
2
2
Date Played
2023-09-24 19:00:00 UTC
2023-09-24 19:00:00 UTC
Levels Gained
1
1
GP +/-
31.4
31.4
Downtime +/-
20.0
20.0
Location Played
Roll20
Roll20
DM Name
happy
happy
DM DCI Number
0000
0000
Notes
# Teilnehmer: (1) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 1 - Emerald Enclave (1) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 1 - Harpers (1) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 1 - Lords Alliance (1) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 1 - Zhentarim (1) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 1 - Order of the Gauntlet # Loot: **157gp** **1x Potion of Healing** (2d4+2) # Charakter Changes: **Level up - Druid: Circle of Wildfire 2** **Circle Spells** When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you. **Druid Level Spells** **2nd** *Burning Hands, Cure Wounds* **3rd** *Flaming Sphere, Scorching Ray* **5th** *Plant Growth, Revivify* **7th** *Aura of Life, Fire Shield* **9th** *Flame Strike, Mass Cure Wounds* ................................................................................................. **Summon Wildfire Spirit** At 2nd level, 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 spirit appears in an unoccupied space of your choice that 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 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 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 made of gnarled branches covered in flame, while others look like beasts wreathed in fire. In combat, the 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 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. 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.
# Teilnehmer: (1) Bramymond - Nico Feywood - Lightfood Halfling - Druid: Circle of Wildfire 1 - Emerald Enclave (1) Talak - Nyla Fizzlespark - Tabaxi - Artificer: Armorer 1 - Harpers (1) ZerosWolf - Mina Glutstein - V. Human - Fighter: Cavalier 1 - Lords Alliance (1) Rhivuas - Leucis - Tiefling - Sorcerer: Shadow Magic 1 - Zhentarim (1) Flammenklinge - Odiri - Goblin - Warlock: The Hexblade 1 - Order of the Gauntlet # Loot: **157gp** **1x Potion of Healing** (2d4+2) # Charakter Changes: **Level up - Druid: Circle of Wildfire 2** **Circle Spells** When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you. **Druid Level Spells** **2nd** *Burning Hands, Cure Wounds* **3rd** *Flaming Sphere, Scorching Ray* **5th** *Plant Growth, Revivify* **7th** *Aura of Life, Fire Shield* **9th** *Flame Strike, Mass Cure Wounds* ................................................................................................. **Summon Wildfire Spirit** At 2nd level, 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 spirit appears in an unoccupied space of your choice that 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 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 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 made of gnarled branches covered in flame, while others look like beasts wreathed in fire. In combat, the 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 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. 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.