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Circle of the Molten Heart

Circle of the Molten Heart Spells
Druid Level  Circle Spells
3rd  aganazzar's scorcher, scorching ray
5th fireball, flaming arrows
7th  fabricate, fire shield
9th  creation, Immolation

Armed and Ready

When you choose this circle at 2nd level, you gain proficiency with martial weapons and smith's tools. Additionally you gain the ability to use your Wild Shape on your turn as bonus action, rather than as an action

Iron Will

At 2nd level your connection with metal allows you to meld with it, and wield metal weapons as an extension of your will. At the end of a long rest you can touch one melee weapon you are proficient with and that lacks the two handed property, the weapon melds into your form, and you can summon and dismiss it at will. A weapon melded to you in this way can't be wielded with two hands if it has the versatile property, you can't be disarmed while wielding it, and it no longer counts as manufactured metal. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can have up to two weapons melded into you in this fashion, if you later use this feature on a third weapon the first one you melded with falls to the ground within 5 feet of you. While you are in your Wild Shape, you can use the damage die of one of your melded weapons for damage rolls, instead of the normal damage die of your natural weapons.

Searing Strikes

At 6th level your connection to fire allows you to unleash it in a devastating flurry. You can attack twice with your melded weapons, instead of once, when you take the attack action on your turn, and you can choose to deal fire damage with it, instead of the regular piercing, bludgeoning, or slashing damage for that weapon. These benefits also apply to your Wild Shape feature.

Flaming Mastery

Starting at 10th level the fire within you burns so intensly that it melts even the strongest of protection. Fire damage you deal ignores resistance to fire damage, and treats immunity to fire damage as resistance instead. Additionally you can cast absorb elements at will, but only against fire.

Molten Avatar

Starting at 14th level, you can spend two uses of your Wild Shape to transform into a being of pure metal, while transformed you gain 5 temporary hitpoints for each level you have in this class, you gain resistance to piercing, bludgeoning, and slashing damage from magical and nonmagical weapons, as well as immunity to fire damage. Additionally the area within 20 feet of you becomes a raging inferno, every hostile creature that enters this area, or starts it's turn within it must make a Constitution saving throw, taking 3d8 fire damage on failure or half as much on a success. This transformation ends after 10 minutes, until you lose all temporary hit points, you are knocked unconcious, or you end it as a bonus action. Once you use this feature you can't use it again until you finish a long rest.

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