Wildfire
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These Druids bond with a primal spirit that harbors both destructive and creative power, allowing the Druids to create controlled flames that burn away one thing but give life to another.Wildfire Druids know that destruction can prelude healing and regrowth. Such as how the forest fire restores nutrients to the soil, sometimes fire must cleanse society to allow the remainder to flourish.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 13 (+1) | 15 (+2) | 11 (+0) |
| Level | Prepared Spells |
|---|---|
| 3 | Burning Hands, Cure Wounds, Flaming Sphere, Scorching Ray |
| 5 | Plant Growth, Revivify |
| 7 | Aura of Life, Fire Shield |
| 9 | Flame Strike, Mass Cure Wounds |
| STR | DEX | CON |
|---|---|---|
| 20 (+5) | 13 (+1) | 22 (+6) |
Subclass Features
Summon Wildfire Spirit
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 ft of you. Each creature within 10 ft of the spirit (Other than you) when it appears must succeed on a DEX saving throw against your spell save DC or take 2D6 Fire damage or half as much on a successful save.
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.
Wildfire Spirit
Small Elemental
Armor Class: 13 (Natural armor)
Hit Points: 5 + five times your Druid level
Speed: 30 ft, Fly 30 ft (Hover)
Damage Immunities: Fire
Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
Senses: Darkvision 60 ft, Passive Perception 12
Languages: Understands the languages you speak
Proficiency Bonus: Equals your bonus
Actions
Flame Seed: Wildfire Spirit shoots a flaming seed using your spell attack modifier to hit, with a range of 60 ft, at one target you can see dealing 1D6 + PB Fire damage.
Fiery Teleportation: The spirit and each willing creature of your choice within 5 ft of it teleport up to 15 ft to unoccupied spaces you can see. Then each creature within 5 ft of the space that the spirit left must succeed on a DEX saving throw against your spell save DC or take 1D6 + PB Fire damage or half as much on a successful save.
Circle Spells
Your connection with nature ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Enhanced Bond
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.
Cauterizing Flames
You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 ft of you or your Wildfire Spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal Fire damage to it. The healing or damage equals 2D10 + your WIS modifier (Minimum 1).
You can use this reaction a number of times equal to your Proficiency Bonus per long rest.
Blazing Revival
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120 ft of you when you are reduced to 0 hit points and thereby fall Unconscious, you can cause the spirit to drop to 0 hit points (No action required) you then regain half your hit points and immediately rise to your feet.
You can use this feature once per long rest.
Blazing Form
Once per long rest your use of Wild Shape can change you into a heightened form. You take the form of a blazing skeletal humanoid with abnormally long limbs and fingers. The temporary hit points you gain are equal to twice your Druid level. You have the following features
AC: 16
Speed: 30 ft
Skills: Athletics +11, CON +12, Intimidation +10
Senses: Passive Perception 19
Features: Immunity to Fire damage and the Frightened condition, 30 ft True Sight.
Fire Aura: Creatures within 5 ft of you take Fire damage equal to your WIS modifier (Minimum 1) at the start of each of their turns.
Actions
Summon Fire Elemental (Recharge 6): You summon a Fire Elemental within 5 ft of you, it takes its turn after your Initiative. You can control one of these at a time.
Scorching Ray: You cast the spell Scorching Ray without expending a spell slot.
Burning Reach: You slash with your burning hand with a 15 ft reach, +11 to hit, dealing 1D12 plus Fire damage equal to your WIS modifier (Minimum 1). On a failed STR saving throw DC equal to your spell save DC the target is dragged 10 ft towards you.