Not sure if the creator of the topic still read it but I just had one cool idea. Nothing to strong, and a little bit expensive, but could be useful.
At level 2 you can summon your wildfire spirit, turn into a spider, climb on his back and fly around. It's only once per short rest and you spend both yours wildshapes although you keep you spirit for any possible utility/conflit for an hour.
The biggest aspect of this is: You can do it at level 2, and flying before lvl 5 is pretty strong since it is so uncommun.
EDIT: Just had an other very cool idea: While your WFS is flying above the enemy you use Thorn whip though him, that will pool the enemy 10ft up, which means he will fall 10ft, and that will deal an extra 1d6 damage and make he fall prone.
I started playing Wildfire when it was playtest, and never switched over to the Tasha's build. I will admit, the original is a smidge OP, and my overall character build has made it pretty tanky as well. But it's my favorite character that i play.
Not sure if the creator of the topic still read it but I just had one cool idea. Nothing to strong, and a little bit expensive, but could be useful.
At level 2 you can summon your wildfire spirit, turn into a spider, climb on his back and fly around. It's only once per short rest and you spend both yours wildshapes although you keep you spirit for any possible utility/conflit for an hour.
The biggest aspect of this is: You can do it at level 2, and flying before lvl 5 is pretty strong since it is so uncommun.
EDIT: Just had an other very cool idea: While your WFS is flying above the enemy you use Thorn whip though him, that will pool the enemy 10ft up, which means he will fall 10ft, and that will deal an extra 1d6 damage and make he fall prone.
The big advantage of Thorn Whipping people isn't so much the 1d6 fall damage, it's that you can move them with a cantrip into AoE of a concentration terrain spell like Plant Growth or Spike Growth.
I agree that damage is secondary. Other benefits include melee attackers having advantage against prone targets and getting up from prone costs half movement.
LMFAO?! Dude are you trying to troll or something?! Seriously, please don't waste my time with this troll nitpicking bc I have zero interest in entertaining some desire to argue for the sake of arguing. What's your point? I'll humor you I guess but geeze dude.
At level 17, it's 2d6 damage vs DC 19, then +11 to hit, 1d6+6 damage.
In melee it can teleport for damage.
First of all, most games don't even reach that tier of play. Secondly, if you think 1d6 damage as an action at LEVEL 17 is good, when creatures at that CR of play have 100-500+ hp, then we are already disagreeing on a much more fundamental level and I would doubt your experience at that tier. In regards to the alternative teleport dex save attack, it's still a 1d6 save or fail for one of the most common saving throws AND commonly resisted damage types in the game. 💩
I'm not trying to defend Wildfire Druid here, but your post was full of misinformation.
Your interpretation of what the Cauterizing Flame's features true purpose is, along with your opinion of my post is valid, and while I respect your right to think that, is also completely wrong. I don't mean to sound like an ass but nowhere in the class feature description is it stated to have what you claim to be this "primary purpose". In fact, the way it's read from the very first sentence seems to suggest that its purpose is to both heal or damage, implying they're both of equal of importance. Which brings us back to my original point that you didn't even address.
Anyways, since you don't seem to be addressing anything in good faith I guess we'll just have to agree to disagree.
Take a moment to step back and relax. There's no need to be so boisterous with only your second post on these forums.
No one here should have to tell you that damage isn't everything. That said, the damage caused by the Wildfire Spirit's actions is comparable to that of spiritual weapon. Both are also dealt via the bonus action, which I consider another feather in its cap. So unless your druid is using some other feature or spell which requires their bonus action, it's essentially free damage. The only guaranteed spell it competes with is flaming sphere, and there are only a handful of other options at higher levels. But the real advantage of the Wildfire Spirit is its Fiery Teleportation. An at-will 15-foot teleport, at the cost of a bonus action, is immensely powerful.
And it only gets better from there. At 6th-level, Enhanced Bond boosts both fire damage dealt and healing. And it allows for spells to originate from the Wildfire Spirit. Yeah, scorching ray and other spells without a range of Self can be fired from it. That's another tactical boon, since cover or obscurement might get in the way. Don't focus so much on the Tier of play. You'll miss the forest for the trees if you do.
As for Cauterizing Flames, the first use of it in every fight is going to be for healing. An enemy isn't going to set foot in the flames because its flames. They'll expect damage. And if they somehow are expecting healing, it's only because they saw an ally of the druid be healed by one. It can be a trap, but it doesn't have to be. Allies can move into the spaces formerly occupies by enemies. That's an aggressive posture which puts every foe on the back foot. Like the Wildfire Spirit, it's a tactical feature for controlling the battlefield.
I'm going to replace Plant Growth with Fireball and give them Fire Bolt still. Otherwise, they're still a really good subclass for druids.
Did you implement it, and if so how did it go?
I did not implement it on this site, and haven't had any in my campaigns yet, so I can't give any advice on doing this on this site or the balance implications of it in anyone else's games.
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Please check out my homebrew, I would appreciate feedback:
I love the wildfire druid, it's probably my favorite druid subclass out there. Not only is the wildfire spirit's teleportation super versatile and useful, it's also just plain fun to be teleporting around the map every turn lol. Plus I really like the flavor of the subclass, even if it's not executed the best in certain areas.
Level 2: Circle Spells. People get so bent out of shape about not getting fireball like in the UA. I don't care so much. Their final list of spells is fitting of the theme and there aren't any complete wastes, so I think it's fine overall. Revivify still fits in my opinion, even if fireball would arguably fit better, and it's still a strong spell and nice to always have prepared. No complaints here. Flaming sphere is probably the biggest stinker on the list, but only because it competes with the spirit for a bonus action. It's still a solid spell, and there might be times when that's the better option or you're just out of wild shapes.
Level 2: Summon Wildfire Spirit. People don't give this feature enough credit. It's a boon to action economy, damage output (not saying it's a ton, but every little bit counts), mobility, positioning, and so on. Flame seed isn't great, but it's better than nothing for a ranged attack, like how paladins get javelins that don't work with divine smite as part of their starting equipment. Fiery teleportation is the star of the show, however, largely defining the play style of the subclass. It doesn't do a whole lot of damage, but an AoE mini-blast essentially as a bonus action every round that also acts as a scaled-down version of scatter is fantastic, and it adds up over time. It doesn't require line of sight from either you or the spirit, and there's no requirement that teleported creatures have to stay in the same positioning or even stay next to the spirit when they teleport, so the ability is extra versatile. Honestly the damage is just icing on the cake, in my opinion.
Level 6: Enhanced Bond. Not super powerful, but it gets the job done. Even a little bit of extra damage at no extra cost is always welcome, and the added versatility of the already versatile spirit is wonderful to have.
Level 10: Cauterizing Flames. I see a lot of complaints about this one, but I think it's fine. I wouldn't call it a strong feature by any means, and the flavor and mechanics are a bit convoluted and feel forced, but a not-so-good feature on an otherwise good subclass does not make for a bad subclass. It just means that it doesn't get as much benefit from that level as it does from other levels. The only time a bad feature makes the subclass worse is when it actively hinders you from doing the very thing you're meant to do. But in this case, I'll gladly take a small amount of situational damage or healing over not having that feature. The overall strength of the subclass still goes up, even if not by much.
Level 14: Blazing Revival. I really love the flavor of this, it's so evocative. The game's "cheat death" features are always handy, and I would argue this one is especially nice because it heals you for half your hit points. Not much else to say here, but it's a great panic button when the situation arises.
Level 6: Enhanced Bond. Not super powerful, but it gets the job done. Even a little bit of extra damage at no extra cost is always welcome, and the added versatility of the already versatile spirit is wonderful to have.
Level 10: Cauterizing Flames. I see a lot of complaints about this one, but I think it's fine. I wouldn't call it a strong feature by any means, and the flavor and mechanics are a bit convoluted and feel forced, but a not-so-good feature on an otherwise good subclass does not make for a bad subclass. It just means that it doesn't get as much benefit from that level as it does from other levels. The only time a bad feature makes the subclass worse is when it actively hinders you from doing the very thing you're meant to do. But in this case, I'll gladly take a small amount of situational damage or healing over not having that feature. The overall strength of the subclass still goes up, even if not by much.
I agree with most of what you said, and as my previous comments can indicate,I love this SubClass. Although that do not mean I think It is flawless.
For instance the level 6 feature is amazing (IMO) but when you analise it in a parallel with the W.Druid there is no way to avoid consider how it will interact with Cantrips. -They removed the Firebolt (Big mistake IMO, I am ok with not having fireball, but this sucks) -Create bonfire -> No way you are keeping you concentration on a catrip as a Druid. -Produce Flame -> As I see its the natural choice, that fit the theme and get the 1d8 damage bonus (making basically as deadly as Firebolt), although its a 30ft cantrip that would be ok if you could cast it from you WFSpirit with the 6th lvl feature. But you CAN'T since the spell description call it "self". /\ That is the most annoying part of the class, I feel like it was made considering the FBolt (from UA) and they forget to consider how that would interact with Produce Flame.
For the level 10 feature, I don't think its bad when you make a parallel with the class, I think it is just bad design. - Why most enemies would go trough the flame!? There is nothing saying the flame are invisible. - It's problematic to keep track, since any/every creature that die will become a flame (Unlimited) - It's Weak -> Yeah, it's better having it over not but this alone doesn't make it an acceptably feature; And honestly? It's hard not make comparison, I mean, when you are looking on sorcerers by comparison you are expecting a "not great feature at lvl 6" but a very good one at lvl 14. Now, as a Druid you are looking for a great feature at level 10 (Turn into Elemental / Twinkling Constellations.)
So, I think they nailed the theme and some of the features but they f.up on the design of some of the mechanics.
Level 6: Enhanced Bond. Not super powerful, but it gets the job done. Even a little bit of extra damage at no extra cost is always welcome, and the added versatility of the already versatile spirit is wonderful to have.
Level 10: Cauterizing Flames. I see a lot of complaints about this one, but I think it's fine. I wouldn't call it a strong feature by any means, and the flavor and mechanics are a bit convoluted and feel forced, but a not-so-good feature on an otherwise good subclass does not make for a bad subclass. It just means that it doesn't get as much benefit from that level as it does from other levels. The only time a bad feature makes the subclass worse is when it actively hinders you from doing the very thing you're meant to do. But in this case, I'll gladly take a small amount of situational damage or healing over not having that feature. The overall strength of the subclass still goes up, even if not by much.
I agree with most of what you said, and as my previous comments can indicate,I love this SubClass. Although that do not mean I think It is flawless.
For instance the level 6 feature is amazing (IMO) but when you analise it in a parallel with the W.Druid there is no way to avoid consider how it will interact with Cantrips. -They removed the Firebolt (Big mistake IMO, I am ok with not having fireball, but this sucks) -Create bonfire -> No way you are keeping you concentration on a catrip as a Druid. -Produce Flame -> As I see its the natural choice, that fit the theme and get the 1d8 damage bonus (making basically as deadly as Firebolt), although its a 30ft cantrip that would be ok if you could cast it from you WFSpirit with the 6th lvl feature. But you CAN'T since the spell description call it "self". /\ That is the most annoying part of the class, I feel like it was made considering the FBolt (from UA) and they forget to consider how that would interact with Produce Flame.
For the level 10 feature, I don't think its bad when you make a parallel with the class, I think it is just bad design. - Why most enemies would go trough the flame!? There is nothing saying the flame are invisible. - It's problematic to keep track, since any/every creature that die will become a flame (Unlimited) - It's Weak -> Yeah, it's better having it over not but this alone doesn't make it an acceptably feature; And honestly? It's hard not make comparison, I mean, when you are looking on sorcerers by comparison you are expecting a "not great feature at lvl 6" but a very good one at lvl 14. Now, as a Druid you are looking for a great feature at level 10 (Turn into Elemental / Twinkling Constellations.)
So, I think they nailed the theme and some of the features but they f.up on the design of some of the mechanics.
The extra fire damage or healing is nice to have, but nothing to write home about. A neat trick you can do with the second part of the feature, though, is thorn whip an enemy 10 ft. up toward your flying wildfire spirit, causing it to take an extra 1d6 damage and fall prone. You can even do it diagonally and toss them into a nearby AoE such as spike growth for even more damage. I agree though, cauterizing flames is pretty weak and a weird ability to use and track. I've seen people act like it drags the entire subclass down though, and that's simply not the case.
All in all, they did a fantastic job with some parts of the subclass both thematically and mechanically, but they also botched other parts in one way or another.
The big advantage of Thorn Whipping people isn't so much the 1d6 fall damage, it's that you can move them with a cantrip into AoE of a concentration terrain spell like Plant Growth or Spike Growth.
A lot of people are missing that you can also Thorn Whip enemies into Cauterizing Flame.
I realize this is an old post and I'm late to the discussion, but here's my 2 cents. I was playing a wildfire druid in UA and updated when it was released. We recently just got the same campaign going and I'm getting back into it.
-removal of firebolt. I had it through low levels when it was UA and it was great but at level 10 I don't miss it. At all. produce flame doesn't do as much damage, but I'm not going to a cantrip for damage at this point. If I'm using it in combat it's because I cast a spell is a BA and have nothing better to do with my action. Produce flame is much more useful outside of combat.
-removal of fireball. Ouch. That's a lot of damage. I still have good AOE options, but that one was great.
-firey teleportation. The reduced range is a bummer but unlimited use is great. I probably use it more to get my fighter in range that to get me out. I rarely use it more that once a day anyway, but not having to worry about it is nice. It's also nice outside of combat to get passed a locked door or escaping jail.
-plant growth. I use this all the time. Hey this guy is trying to run away? lol. no. We need a quick retreat? good luck stopping us.
-cauterizing flames. The implementation and resource management is weird, but it's decent. I've never used it for damage, but once a day, we get free healing after a battle. It's also fun RP because my I decide if it's health or damage when when they step into it and I make sure my group is VERY aware of this. don't get on my bad side!
-Enhanced bond. 1d8 damage is decent, but sometimes not worth the action to summon him. I think I'm going to take metamagic adept with quicken at level 12 to help alleviate this once a day. Combined with the ability to cast from the spirit, this changes burning hands from meh, to a decent goto spell. But healing too?! an extra d8 on mass cure wounds? fantastic.
Thematically, he is a firbolg that lost his temper when he came across people clearcutting his forest to make weapons in support of a war and burned them all, becoming an eco terrorist. The healing side of the class has been part of character growth through the campaign as he has turned from burning everything in his path to supporting his new found friends.
I am wrong, or the WFS (wild fire spirit) with Invisibility spell, can be invisible all the time also if it use faery teleportation or be used to originate a druid spell?
Invisibility Spell
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
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.
Enchanded bond
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
I am wrong, or the WFS (wild fire spirit) with Invisibility spell, can be invisible all the time also if it use faery teleportation or be used to originate a druid spell?
Invisibility Spell
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
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.
Enchanded bond
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Fiery Teleportation will not break Invisibility. As for Enhanced Bond, "Originate from" is not a real game term so your DM will have to adjudicate its exact meaning; if your DM rules that it works like Find Familiar (which means you determine things like "is the target seen?" relative to the companion, not the original caster), it will break the spell because Find Familiar's wording simulates casting the spell in all respects. If your DM rules that the whole point of the new wording is to let the companion deliver spells without simulating casting, then of course it won't break the spell. This interaction is not new - Pact of the Chain Warlocks have been doing it for all of 5E, and it's been particularly popular ever since we got our hands on Dragon's Breath.
I assume this has been pointed out in this thread already, but here is the list of every spell with full synergy (i.e. it makes exactly one healing or damage roll) with Enhanced Bond a mono-classed Wildfire Druid can cast:
Flame Strike (note: this spell deals damage substantially under par for its spell level and AOE size)
In the specific case that you are attacking exactly 1 target, Scorching Ray.
If you don't have a concentration spell up anyway, Create Bonfire can simulate the full benefit if you spam it (i.e. you deliberately keep letting it drop so you can re-cast it).
If your DM agrees that this counts as a healing roll of the spell and you genuinely want to buff the healing, not the damage, Wither and Bloom.
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Not sure if the creator of the topic still read it but I just had one cool idea. Nothing to strong, and a little bit expensive, but could be useful.
At level 2 you can summon your wildfire spirit, turn into a spider, climb on his back and fly around. It's only once per short rest and you spend both yours wildshapes although you keep you spirit for any possible utility/conflit for an hour.
The biggest aspect of this is: You can do it at level 2, and flying before lvl 5 is pretty strong since it is so uncommun.
EDIT: Just had an other very cool idea: While your WFS is flying above the enemy you use Thorn whip though him, that will pool the enemy 10ft up, which means he will fall 10ft, and that will deal an extra 1d6 damage and make he fall prone.
I started playing Wildfire when it was playtest, and never switched over to the Tasha's build. I will admit, the original is a smidge OP, and my overall character build has made it pretty tanky as well. But it's my favorite character that i play.
Please see below comment 👇
Did you implement it, and if so how did it go?
The big advantage of Thorn Whipping people isn't so much the 1d6 fall damage, it's that you can move them with a cantrip into AoE of a concentration terrain spell like Plant Growth or Spike Growth.
I agree that damage is secondary.
Other benefits include melee attackers having advantage against prone targets and getting up from prone costs half movement.
LMFAO?! Dude are you trying to troll or something?! Seriously, please don't waste my time with this troll nitpicking bc I have zero interest in entertaining some desire to argue for the sake of arguing. What's your point? I'll humor you I guess but geeze dude.
First of all, most games don't even reach that tier of play. Secondly, if you think 1d6 damage as an action at LEVEL 17 is good, when creatures at that CR of play have 100-500+ hp, then we are already disagreeing on a much more fundamental level and I would doubt your experience at that tier. In regards to the alternative teleport dex save attack, it's still a 1d6 save or fail for one of the most common saving throws AND commonly resisted damage types in the game. 💩
Your interpretation of what the Cauterizing Flame's features true purpose is, along with your opinion of my post is valid, and while I respect your right to think that, is also completely wrong. I don't mean to sound like an ass but nowhere in the class feature description is it stated to have what you claim to be this "primary purpose". In fact, the way it's read from the very first sentence seems to suggest that its purpose is to both heal or damage, implying they're both of equal of importance. Which brings us back to my original point that you didn't even address.
Anyways, since you don't seem to be addressing anything in good faith I guess we'll just have to agree to disagree.
dnd should be free
Take a moment to step back and relax. There's no need to be so boisterous with only your second post on these forums.
No one here should have to tell you that damage isn't everything. That said, the damage caused by the Wildfire Spirit's actions is comparable to that of spiritual weapon. Both are also dealt via the bonus action, which I consider another feather in its cap. So unless your druid is using some other feature or spell which requires their bonus action, it's essentially free damage. The only guaranteed spell it competes with is flaming sphere, and there are only a handful of other options at higher levels. But the real advantage of the Wildfire Spirit is its Fiery Teleportation. An at-will 15-foot teleport, at the cost of a bonus action, is immensely powerful.
And it only gets better from there. At 6th-level, Enhanced Bond boosts both fire damage dealt and healing. And it allows for spells to originate from the Wildfire Spirit. Yeah, scorching ray and other spells without a range of Self can be fired from it. That's another tactical boon, since cover or obscurement might get in the way. Don't focus so much on the Tier of play. You'll miss the forest for the trees if you do.
As for Cauterizing Flames, the first use of it in every fight is going to be for healing. An enemy isn't going to set foot in the flames because its flames. They'll expect damage. And if they somehow are expecting healing, it's only because they saw an ally of the druid be healed by one. It can be a trap, but it doesn't have to be. Allies can move into the spaces formerly occupies by enemies. That's an aggressive posture which puts every foe on the back foot. Like the Wildfire Spirit, it's a tactical feature for controlling the battlefield.
I did not implement it on this site, and haven't had any in my campaigns yet, so I can't give any advice on doing this on this site or the balance implications of it in anyone else's games.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I love the wildfire druid, it's probably my favorite druid subclass out there. Not only is the wildfire spirit's teleportation super versatile and useful, it's also just plain fun to be teleporting around the map every turn lol. Plus I really like the flavor of the subclass, even if it's not executed the best in certain areas.
Level 2: Circle Spells. People get so bent out of shape about not getting fireball like in the UA. I don't care so much. Their final list of spells is fitting of the theme and there aren't any complete wastes, so I think it's fine overall. Revivify still fits in my opinion, even if fireball would arguably fit better, and it's still a strong spell and nice to always have prepared. No complaints here. Flaming sphere is probably the biggest stinker on the list, but only because it competes with the spirit for a bonus action. It's still a solid spell, and there might be times when that's the better option or you're just out of wild shapes.
Level 2: Summon Wildfire Spirit. People don't give this feature enough credit. It's a boon to action economy, damage output (not saying it's a ton, but every little bit counts), mobility, positioning, and so on. Flame seed isn't great, but it's better than nothing for a ranged attack, like how paladins get javelins that don't work with divine smite as part of their starting equipment. Fiery teleportation is the star of the show, however, largely defining the play style of the subclass. It doesn't do a whole lot of damage, but an AoE mini-blast essentially as a bonus action every round that also acts as a scaled-down version of scatter is fantastic, and it adds up over time. It doesn't require line of sight from either you or the spirit, and there's no requirement that teleported creatures have to stay in the same positioning or even stay next to the spirit when they teleport, so the ability is extra versatile. Honestly the damage is just icing on the cake, in my opinion.
Level 6: Enhanced Bond. Not super powerful, but it gets the job done. Even a little bit of extra damage at no extra cost is always welcome, and the added versatility of the already versatile spirit is wonderful to have.
Level 10: Cauterizing Flames. I see a lot of complaints about this one, but I think it's fine. I wouldn't call it a strong feature by any means, and the flavor and mechanics are a bit convoluted and feel forced, but a not-so-good feature on an otherwise good subclass does not make for a bad subclass. It just means that it doesn't get as much benefit from that level as it does from other levels. The only time a bad feature makes the subclass worse is when it actively hinders you from doing the very thing you're meant to do. But in this case, I'll gladly take a small amount of situational damage or healing over not having that feature. The overall strength of the subclass still goes up, even if not by much.
Level 14: Blazing Revival. I really love the flavor of this, it's so evocative. The game's "cheat death" features are always handy, and I would argue this one is especially nice because it heals you for half your hit points. Not much else to say here, but it's a great panic button when the situation arises.
I agree with most of what you said, and as my previous comments can indicate,I love this SubClass. Although that do not mean I think It is flawless.
For instance the level 6 feature is amazing (IMO) but when you analise it in a parallel with the W.Druid there is no way to avoid consider how it will interact with Cantrips.
-They removed the Firebolt (Big mistake IMO, I am ok with not having fireball, but this sucks)
-Create bonfire -> No way you are keeping you concentration on a catrip as a Druid.
-Produce Flame -> As I see its the natural choice, that fit the theme and get the 1d8 damage bonus (making basically as deadly as Firebolt), although its a 30ft cantrip that would be ok if you could cast it from you WFSpirit with the 6th lvl feature. But you CAN'T since the spell description call it "self".
/\ That is the most annoying part of the class, I feel like it was made considering the FBolt (from UA) and they forget to consider how that would interact with Produce Flame.
For the level 10 feature, I don't think its bad when you make a parallel with the class, I think it is just bad design.
- Why most enemies would go trough the flame!? There is nothing saying the flame are invisible.
- It's problematic to keep track, since any/every creature that die will become a flame (Unlimited)
- It's Weak -> Yeah, it's better having it over not but this alone doesn't make it an acceptably feature; And honestly? It's hard not make comparison, I mean, when you are looking on sorcerers by comparison you are expecting a "not great feature at lvl 6" but a very good one at lvl 14. Now, as a Druid you are looking for a great feature at level 10 (Turn into Elemental / Twinkling Constellations.)
So, I think they nailed the theme and some of the features but they f.up on the design of some of the mechanics.
The extra fire damage or healing is nice to have, but nothing to write home about. A neat trick you can do with the second part of the feature, though, is thorn whip an enemy 10 ft. up toward your flying wildfire spirit, causing it to take an extra 1d6 damage and fall prone. You can even do it diagonally and toss them into a nearby AoE such as spike growth for even more damage. I agree though, cauterizing flames is pretty weak and a weird ability to use and track. I've seen people act like it drags the entire subclass down though, and that's simply not the case.
All in all, they did a fantastic job with some parts of the subclass both thematically and mechanically, but they also botched other parts in one way or another.
A lot of people are missing that you can also Thorn Whip enemies into Cauterizing Flame.
I realize this is an old post and I'm late to the discussion, but here's my 2 cents. I was playing a wildfire druid in UA and updated when it was released. We recently just got the same campaign going and I'm getting back into it.
-removal of firebolt. I had it through low levels when it was UA and it was great but at level 10 I don't miss it. At all. produce flame doesn't do as much damage, but I'm not going to a cantrip for damage at this point. If I'm using it in combat it's because I cast a spell is a BA and have nothing better to do with my action. Produce flame is much more useful outside of combat.
-removal of fireball. Ouch. That's a lot of damage. I still have good AOE options, but that one was great.
-firey teleportation. The reduced range is a bummer but unlimited use is great. I probably use it more to get my fighter in range that to get me out. I rarely use it more that once a day anyway, but not having to worry about it is nice. It's also nice outside of combat to get passed a locked door or escaping jail.
-plant growth. I use this all the time. Hey this guy is trying to run away? lol. no. We need a quick retreat? good luck stopping us.
-cauterizing flames. The implementation and resource management is weird, but it's decent. I've never used it for damage, but once a day, we get free healing after a battle. It's also fun RP because my I decide if it's health or damage when when they step into it and I make sure my group is VERY aware of this. don't get on my bad side!
-Enhanced bond. 1d8 damage is decent, but sometimes not worth the action to summon him. I think I'm going to take metamagic adept with quicken at level 12 to help alleviate this once a day. Combined with the ability to cast from the spirit, this changes burning hands from meh, to a decent goto spell. But healing too?! an extra d8 on mass cure wounds? fantastic.
Thematically, he is a firbolg that lost his temper when he came across people clearcutting his forest to make weapons in support of a war and burned them all, becoming an eco terrorist. The healing side of the class has been part of character growth through the campaign as he has turned from burning everything in his path to supporting his new found friends.
I am wrong, or the WFS (wild fire spirit) with Invisibility spell, can be invisible all the time also if it use faery teleportation or be used to originate a druid spell?
Invisibility Spell
Fiery Teleportation
Enchanded bond
Fiery Teleportation will not break Invisibility. As for Enhanced Bond, "Originate from" is not a real game term so your DM will have to adjudicate its exact meaning; if your DM rules that it works like Find Familiar (which means you determine things like "is the target seen?" relative to the companion, not the original caster), it will break the spell because Find Familiar's wording simulates casting the spell in all respects. If your DM rules that the whole point of the new wording is to let the companion deliver spells without simulating casting, then of course it won't break the spell. This interaction is not new - Pact of the Chain Warlocks have been doing it for all of 5E, and it's been particularly popular ever since we got our hands on Dragon's Breath.
I assume this has been pointed out in this thread already, but here is the list of every spell with full synergy (i.e. it makes exactly one healing or damage roll) with Enhanced Bond a mono-classed Wildfire Druid can cast: