Druid
Base Class: Druid

Fire is a destructive force, but it is also a pathway for rebirth and for growth. Druids of the Circle of Ash follow this decree. They use the gift of fire to aid Mother Nature in cleansing the world for new seeds to be sewn, for new life to flourish in the ashes of the old. Ash Druids are well known and respected for the work they do, but they are also feared. Fire may foster new life, but only after it has consumed everything in its path.

Circle of Ash Spells

When you reach a Druid level specified in the Circle of Ash Spells table, you thereafter always have the listed spells prepared.

Circle of Ash Spells
Druid Level Prepared Spells
3 Hellish Rebuke, Scorching Ray, Fire Bolt
5 Fireball, Ashardalon's Stride
7 Fire Shield, Wall of Fire
9 Flame Strike, Immolation

Burn Hotter

At 3rd level, you have learned to weave magic into your fire to make it burn nearly any substance indiscriminately. Creatures with a resistance to fire take normal damage from any fire damage source you control as if they had no resistance, and creatures immune to fire take half damage as if they had only a resistance to fire. 

Whenever you deal fire damage, add your Proficiency bonus to the damage rolled. While transformed via your Wildshape feature, you may choose to convert any damage you would deal to fire damage.

Trail of Ashes

At 6th level, the fierce power of Mother Nature's gift of fire within your body burns with such intensity that you ignite the very ground you walk on. While in combat, whenever you use your movement, the line of your path is bathed in fire until your next turn.

Whenever a creature comes in contact with and/or crosses through this line for the first time in a turn, you may have them take 2d12 fire damage.

Scorched Earth

Starting at 10th level, you have learned to precisely harness the violent potential of your fiery gift. Whenever you deal damage to a single target, as a reaction, you may create an explosion of flames in a 15 foot radius Emanation around you.

All other creatures in this explosion must make a Dexterity save against your spell casting DC, taking fire damage equal to the original damage dealt to the single target, and half on a success. You may use this feature once per long rest. You may also consume a charge of your Wildshape to regain a use of this feature.

Burn at Both Ends

At 14th level, you have mastered fire to such a degree that you can burn away your own life force to fuel a terrifying inferno. Whenever you deal fire damage to a creature, you may choose to deal a bonus 1d10 fire damage to all other creatures in a 10 foot radius emanation from that original creature. Whenever you deal bonus fire damage this way, you lose 1d10 hit points.

You may then choose to increase the fire damage by an additional 1d10 points and the sphere's radius by an additional 5 feet as many times as you wish, losing another 1d10 hit points for each time you chose to do so. The loss of life always occurs before the additional fire damage and/or radius increase.

Previous Versions

Name Date Modified Views Adds Version Actions
11/16/2025 11:40:44 PM
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2024
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