Race: Aasimar
Class: Fighter, Battle Master (4)/ Druid, Circle of Wildfire (6)
Alignment: Chaotic Neutral
Languages: Common, Celestial, Druidic
Proficiencies:
-All armors
-Shields
-Simple/Martial weapons
-Heavy weapons
Features:
-½ damage to Necrotic and Radiant
-120 pounds
-5'1"ft
-Medium
-Darkvision 60ft
-Proficient in Herbalism Kit
STATS
HP: 97
AC: 16
Movement: 30ft
Initiative: +4
PB: +4
Spell Attack: +7
Spell Save: 15
PassWIS: 17
STATS
STR: 20 (+5)
DEX: 18 (+4)
CON: 19 (+4)
INT: 18 (+4)
WIS: 16 (+3)
CHA: 16 (+3)
Saving Throws:
STR: +9
DEX: +4
CON: +8
INT: +8
WIS: +7
CHA: +3
Skills:
Acrobatics: +8
History: +8
Animal handling: +7
Insight: +7
Perception: +7
Survival: +7
Attacks:
Seafarer's Trident: +10 to hit; 5ft, 30/120ft; Magical 1d6+5 piercing + 1d8 cold damage
Sapping Seed: +9 to hit; 5ft; 1d8+5 slashing + 1d6 poison; DC 13 CON saving throw or be poisoned
Spell slots:
Druid:
1st: 4
2nd: 3
3rd: 3
Stuff: Trident and Sapping Seed
Actions
Wild Shape: You turn into an animal twice with a CR 1/4
Wild Companion: You can summon an animal using the Find Familiar spell, the animal will be a Fey and disappears in half your druid level hours later
Summon Wildfire Spirt: 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.
Bonus Actions
Second Wind: Regain 10+4 HP per long rest
Reactions
Free Action
Action Surge: Once per short rest
Enhanced Bond: At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number 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 originate from you or your wildfire spirit
Maneuvers: Only one maneuver per attack, DC 17, 4 d8s to use, regain after short rest