Druid
Base Class: Druid

The Circle of Spiritfire Druids understand that death is apart of the circle of life. They are and understand where they are on that circle. Destruction is sometimes the precursor of creation. Fire breaks down the old and makes way and gives the necessary nutrients for the new. Born from their connection to a primal fire spirit that harbors both destructive and creative power, allowing them to create and control flames that burn away one thing but give life to another.

Circle Spells

2nd-level Circle of Spiritfire feature

You have formed a bond with a fire spirit, a fire being of creation and destruction. Your link with this spirit grants you access to some spells.

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.

Circle of Spiritfire Spells
Druid Level Spells
2nd hellish rebuke, cure wounds
3rd scorching ray, heat metal
5th fireball, revivify
7th fabricate, fire shield
9th flame strike, mass cure wounds

Summon Spirit of Fire

2nd-level Circle of Spirtifire feature

You can summon the primal fire spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your fire 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 Wisdom saving throw against your spell save DC or take 2d6 fire damage.

This fire spirit loves you and your companions and is at the will of your commands. See this creature’s game statistics in the fire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the fire spirit’s appearance.

fire Spirit

Armor Class 15 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
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

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Fire Defense. If the spirit is hit by a melee attack any non friendly creature within 5 feet is hit by 1d4 fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

In combat, the fire 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.

Additionally once your fire spirit is summoned you can now use two cantrips: Fire Bolt and Produce Flame.

Natural Bond

6th-level Circle of Spiritfire feature

The bond with your fire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your fire spirit is summoned, roll 2d8, 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 fire spirit.

Cauterizing Hell Fire

10th-level Circle of Spiritfire feature

You gain the ability to use magical flames that can heal or incinerate. Your fire spirit wherever it goes can create a trail of burning land or create a cloud of raining hail fire above a 20 foot area for 1 minute. When a creature you can see enters that space, you can either use your reaction to heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sacrificial Phoenix

14th-level Circle of Spiritfire feature

The bond with your wildfire spirit can save you from death. If the fire spirit is within 100 feet of you when your hit points go to zero and fall unconscious, you can sacrifice the fire spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Your fire spirit when revived is reformed into different looking fire spirit than that was sacrificed.

Once you use this feature, you can’t use it again until you finish a long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/26/2021 11:00:39 PM
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