Druid: Circle of Wildfire

Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.
 

Druid: Circle of Wildfire

 
  • Circle Spells (3rd-level feature):
    • You have formed a bond with a wildfire spirit, granting access to certain spells at specific druid levels.
    • These spells are always prepared and do not count against your normal spell preparation limit.
    • If a spell isn’t normally on the druid list, it becomes a druid spell for you.
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  • Circle of Wildfire Spells Table:
 
Druid LevelSpells
3rdBurning Hands, Cure Wounds, Flaming Sphere, Scorching Ray
5thPlant Growth, Revivify
7thAura of Life, Fire Shield
9thFlame Strike, Mass Cure Wounds
 
  • Summon Wildfire Spirit (3rd-level feature):
    • Expend one use of your Wild Shape to summon your wildfire spirit instead of assuming beast form.
    • The spirit appears in an unoccupied space within 30 feet you can see.
    • Each creature (except you) within 10 feet must succeed on a Dexterity saving throw vs. your spell save DC or take 2d6 fire damage.
    • The spirit is friendly, obeys your commands, and its appearance is your choice.
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  • Wildfire Spirit Statistics:
    • Small elemental
    • Armor Class: 13 (natural armor)
    • Hit Points: 5 + 5 × your druid level
    • Speed: 30 ft., fly 30 ft. (hover)
    • STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 15 (+2), CHA 11 (+0)
    • Damage Immunities: fire
    • Condition Immunities: charmed, frightened, grappled, prone, restrained
    • Senses: darkvision 60 ft., passive Perception 12
    • Languages: understands the languages you speak
    • Challenge — Proficiency Bonus (PB) equals your bonus
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  • Wildfire Spirit Actions:
    • Flame Seed: Ranged Weapon Attack; your spell attack modifier to hit; range 60 ft.; one target you can see; hit deals 1d6 + PB fire damage.
    • Fiery Teleportation: The spirit and each willing creature within 5 feet teleport up to 15 feet to unoccupied spaces you can see. Creatures near the space the spirit left must succeed on Dexterity save or take 1d6 + PB fire damage.
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  • In combat, the spirit shares your initiative but acts immediately after you.
  • It takes the Dodge action unless commanded otherwise (bonus action).
  • If you are incapacitated, the spirit acts on its own choice.
  • The spirit lasts 1 hour, until reduced to 0 HP, you summon it again, or you die.
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  • Enhanced Bond (6th-level feature):
    • When casting fire damage or healing spells with your wildfire spirit summoned, roll a d8 and add the result to one damage or healing roll of the spell.
    • Spells with range other than self can originate from you or your wildfire spirit.
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  • Cauterizing Flames (10th-level feature):
    • When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame appears in its space for 1 minute.
    • When a creature enters the space, use your reaction to extinguish the flame and either heal or deal fire damage equal to 2d10 + your Wisdom modifier.
    • You can use this reaction a number of times equal to your proficiency bonus per long rest.
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  • Blazing Revival (14th-level feature):
    • If your wildfire spirit is within 120 feet when you drop to 0 HP, you can drop the spirit to 0 HP to regain half your hit points and stand immediately.
    • Once used, this feature resets after a long rest.