Good point Tenawa. Fiery Teleportation is your melee option. Since the wildfire spirit is not a tank, having that movement is better than it already is. If there is anything that gets me to get excited about this sub, it will be finding interesting ways to use that ability.
I'm really bummed they didn't give this class Fireball. I'm cool with no firebolt, the druid has interesting attack cantrips that I prefer, but Fireball is quintessential DnD and I don't understand making a fire themed subclass without it. Is it really that balance breaking to give a caster druid fireball?
From a deeper flavor perspective I don't like that you get the incredible healing power of revive, but don't get a spell that mirrors that in its level of destruction. It is a subclass about the duality of destruction and creation after all.
Good point Tenawa. Fiery Teleportation is your melee option. Since the wildfire spirit is not a tank, having that movement is better than it already is. If there is anything that gets me to get excited about this sub, it will be finding interesting ways to use that ability.
I'm really bummed they didn't give this class Fireball. I'm cool with no firebolt, the druid has interesting attack cantrips that I prefer, but Fireball is quintessential DnD and I don't understand making a fire themed subclass without it. Is it really that balance breaking to give a caster druid fireball?
From a deeper flavor perspective I don't like that you get the incredible healing power of revive, but don't get a spell that mirrors that in its level of destruction. It is a subclass about the duality of destruction and creation after all.
I'd argue that it's just too boring and obvious myself. Fireball is iconic but not for any really solid reasons. Remember it's purposely overpowered by the dev's in 5e to help it keep it's iconic nature and nostalgia nature. There are a couple of other spells that got the same treatment. But sadly some of them are also turned basic over various editions compared to the forms of them or the point in time that really made them interesting as spells on their own without the nostalgia factor. Even Magic Missile is buffed from what it was in previous editions more on nostalgia and the iconic nature of it rather than the interesting effect that it has. Though people do still recognize the strength of that extra affect on it at least.
I mean sure it's boring. I'd be fine with a new 3rd level fire spell. Just something that brings a level of destruction on the scale that revivify brings healing. The wildfire druid should be more adept at razing the earth than they are if that's half the equation to the destruction/creation paradigm they're about.
I think that Plant Growth is important to what it means to be a wildfire druid.
I think Revivify and Fireball are both more important than plant growth. Plant Growth and Revivify are both on the druid spell list, so I very much would have preferred Fireball to be added as an always prepared 3rd level spell.
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Not every spell that something always has prepared has to come from some other place. Sometimes it's good just to not have to worry about those spells in your own list. Plant Growth is still a really nice Druid spell considering it is one of the most powerful movement slowing spells in existence.
Not every spell that something always has prepared has to come from some other place. Sometimes it's good just to not have to worry about those spells in your own list. Plant Growth is still a really nice Druid spell considering it is one of the most powerful movement slowing spells in existence.
I never said it has to, but it's generally more useful to have it be from another spell list, as you already can take the spells on your own list if you want, but can't from any other list.
Plant Growth is a nice druid spell, but it is available to every other druid subclass in the game. The Circle of Spores gets animate dead, which the base druid class does not have access to. It's a spell that fits well in theme and mechanics for that subclass. Wildfire druids should get fireball, as both of their third level spells are already on the druid spell list. I am fine with having one of them be automatically prepared, I personally think revivify fits better than plant growth, but I, and many others, want them to get fireball.
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I don't mind any druids getting spells already on their list as part of their subclass prepared list. That's fine. Could it just not be both of the level 3 slots? 3rd level spells is the most important point in the game for spellcasters. Every spellcaster has 3rd level spells that are their signature. It feels like a real miss when a druid doesn't get something new at 3rd level spells for their subclass choice. It doesn't have to be as obviously powerful as fireball. Pretending like scorching ray is something anyone was excited about ever feels like the designers were really out of touch on this one. Put healing spirit at two and replace revive with a fire blast. There are options to keep a balance of destruction/creation other than one that saps the luster out of the class before it has a chance.
Cauterizing flames is a really lame ability. Having the fire/healing, destruction/creation subclass have an ability that creates literal healing flames out of death is unimaginative at best. They're just beating us over the head with the idea instead of letting the player imagine how fire and creation can mix. It's also just a complete drag because it sucks.
I really wish they'd stop making all these lame AF 10th level abilities. When are they gonna realize that's basically the capstone for most campaigns. Way too many classes have super weak ribbon abilities or super lame damage scaling at level 10.
I really wish they'd stop making all these lame AF 10th level abilities. When are they gonna realize that's basically the capstone for most campaigns. Way too many classes have super weak ribbon abilities or super lame damage scaling at level 10.
What's wrong with it? Seems pretty nifty to me, though I'd probably upscale the uses.
Well my main complaint is that the ability's flavor is obtuse AF. Just beating us over the head with the fire+healing theme.
In terms of power I just think it's super situational. You're never guaranteed you'll get damage out of this, and when you do it's not great and certainly not impressive at 10th. As a healing effect it's fine but unexciting since you can't reasonably plan its timing. When you need healing in combat you generally need it at that very moment, not whenever the next creature dies. And then when the healing would line up there is no guarantee you can move there to take advantage of it in a timely manner. The best thing about it is that it's a reaction, not what it does.
Ma, well, I guess we'll have to agree to disagree. My only problem with the ability is the limited number of uses. Only four per day seems really low to me.
Plus, I can always Staff of Fire a bunch of enemies to get more corpses, ready for use. Blood for the Fire Druid, Skulls for the Fighter Throne.
Doesn't Tasha's include an optional rule that allows a spellcaster to change the elemental damage type of a spell? Would it be possible to apply that to Call Lightning, for instance, to turn that into Call Fire?
Nope. They made reflavoring spells official but you are not allowed to change the mechanics of the spell in any way when you do so.
There is a feat, metamagic adept, which allows you to pick up two sorcerer metamagics. From there you can choose transmuted spell to allow you to switch damage types a grand total of twice per long rest. Needless to say that's a heavy feat tax to barely accomplish what the sub should already be doing.
I like the subclass overall. Not getting Fireball isn't a dealbreaker to me since Druids already get plenty of fire-themed spells from base class spell list and I don't think the subclass is supposed to a full blaster the way a Sorcerer with the Empowered Metamagic option would be.
Doesn't Tasha's include an optional rule that allows a spellcaster to change the elemental damage type of a spell? Would it be possible to apply that to Call Lightning, for instance, to turn that into Call Fire?
Nope. They said you could reflavor it that way, but the damage type doesn't change (which is literally what we've been doing for last 6 years).
There is a feature from the Order of the Scribes Wizard and a Metamagic ability that lets you do this, but Druids can't do it without multiclassing or picking up the Metamagic Adept feat.
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I think that Plant Growth is important to what it means to be a wildfire druid.
I think Revivify and Fireball are both more important than plant growth. Plant Growth and Revivify are both on the druid spell list, so I very much would have preferred Fireball to be added as an always prepared 3rd level spell.
Revivify was added to druid spell list with class variants UA. Plant growth was was the most thematic of the druid spells that fit the fire & renewal theme of the wildfire.
The flaming sphere & scorching ray choice at 3rd level is also a poor choice. All the other levels got fire spell and a healing spell (the UA had fire and heal/plant at each level).
Revivify was added to druid spell list with class variants UA.
I am aware of that.
Plant growth was was the most thematic of the druid spells that fit the fire & renewal theme of the wildfire.
IMO, no. I think Revivify fits better. The subclass may be called the "Circle of Wildfire", but most of the time they will be burning down enemies, not forests.
The flaming sphere & scorching ray choice at 3rd level is also a poor choice. All the other levels got fire spell and a healing spell (the UA had fire and heal/plant at each level).
I agree. I would have just done scorching ray, as flaming sphere is already on their spell list. Healing Spirit would probably be a better fit than scorching ray.
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The point of the druid bonus spell is that it's always available, not that it's added to the potential spell list. Plant growth is what happens after a wildfire, not reviving recently dead people.
I personally think that the loss of Fireball isn't too big of a deal, but only because Staff of Fire is a thing.
I suspect that Fireball got replaced because the druid ended up as a pyromaniac instead of Phoenix style. Having to be more strategic with your fireballs makes thematic sense.
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Good point Tenawa. Fiery Teleportation is your melee option. Since the wildfire spirit is not a tank, having that movement is better than it already is. If there is anything that gets me to get excited about this sub, it will be finding interesting ways to use that ability.
I'm really bummed they didn't give this class Fireball. I'm cool with no firebolt, the druid has interesting attack cantrips that I prefer, but Fireball is quintessential DnD and I don't understand making a fire themed subclass without it. Is it really that balance breaking to give a caster druid fireball?
From a deeper flavor perspective I don't like that you get the incredible healing power of revive, but don't get a spell that mirrors that in its level of destruction. It is a subclass about the duality of destruction and creation after all.
I'd argue that it's just too boring and obvious myself. Fireball is iconic but not for any really solid reasons. Remember it's purposely overpowered by the dev's in 5e to help it keep it's iconic nature and nostalgia nature. There are a couple of other spells that got the same treatment. But sadly some of them are also turned basic over various editions compared to the forms of them or the point in time that really made them interesting as spells on their own without the nostalgia factor. Even Magic Missile is buffed from what it was in previous editions more on nostalgia and the iconic nature of it rather than the interesting effect that it has. Though people do still recognize the strength of that extra affect on it at least.
I mean sure it's boring. I'd be fine with a new 3rd level fire spell. Just something that brings a level of destruction on the scale that revivify brings healing. The wildfire druid should be more adept at razing the earth than they are if that's half the equation to the destruction/creation paradigm they're about.
What I'm going to assume is because 2nd level spells got two destructive they also decided to balance that out at 3rd level
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I think that Plant Growth is important to what it means to be a wildfire druid.
I think Revivify and Fireball are both more important than plant growth. Plant Growth and Revivify are both on the druid spell list, so I very much would have preferred Fireball to be added as an always prepared 3rd level spell.
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Not every spell that something always has prepared has to come from some other place. Sometimes it's good just to not have to worry about those spells in your own list. Plant Growth is still a really nice Druid spell considering it is one of the most powerful movement slowing spells in existence.
I never said it has to, but it's generally more useful to have it be from another spell list, as you already can take the spells on your own list if you want, but can't from any other list.
Plant Growth is a nice druid spell, but it is available to every other druid subclass in the game. The Circle of Spores gets animate dead, which the base druid class does not have access to. It's a spell that fits well in theme and mechanics for that subclass. Wildfire druids should get fireball, as both of their third level spells are already on the druid spell list. I am fine with having one of them be automatically prepared, I personally think revivify fits better than plant growth, but I, and many others, want them to get fireball.
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I don't mind any druids getting spells already on their list as part of their subclass prepared list. That's fine. Could it just not be both of the level 3 slots? 3rd level spells is the most important point in the game for spellcasters. Every spellcaster has 3rd level spells that are their signature. It feels like a real miss when a druid doesn't get something new at 3rd level spells for their subclass choice. It doesn't have to be as obviously powerful as fireball. Pretending like scorching ray is something anyone was excited about ever feels like the designers were really out of touch on this one. Put healing spirit at two and replace revive with a fire blast. There are options to keep a balance of destruction/creation other than one that saps the luster out of the class before it has a chance.
Cauterizing flames is a really lame ability. Having the fire/healing, destruction/creation subclass have an ability that creates literal healing flames out of death is unimaginative at best. They're just beating us over the head with the idea instead of letting the player imagine how fire and creation can mix. It's also just a complete drag because it sucks.
I really wish they'd stop making all these lame AF 10th level abilities. When are they gonna realize that's basically the capstone for most campaigns. Way too many classes have super weak ribbon abilities or super lame damage scaling at level 10.
What's wrong with it? Seems pretty nifty to me, though I'd probably upscale the uses.
Well my main complaint is that the ability's flavor is obtuse AF. Just beating us over the head with the fire+healing theme.
In terms of power I just think it's super situational. You're never guaranteed you'll get damage out of this, and when you do it's not great and certainly not impressive at 10th. As a healing effect it's fine but unexciting since you can't reasonably plan its timing. When you need healing in combat you generally need it at that very moment, not whenever the next creature dies. And then when the healing would line up there is no guarantee you can move there to take advantage of it in a timely manner. The best thing about it is that it's a reaction, not what it does.
Ma, well, I guess we'll have to agree to disagree. My only problem with the ability is the limited number of uses. Only four per day seems really low to me.
Plus, I can always Staff of Fire a bunch of enemies to get more corpses, ready for use. Blood for the Fire Druid, Skulls for the Fighter Throne.
Doesn't Tasha's include an optional rule that allows a spellcaster to change the elemental damage type of a spell? Would it be possible to apply that to Call Lightning, for instance, to turn that into Call Fire?
Nope. They made reflavoring spells official but you are not allowed to change the mechanics of the spell in any way when you do so.
There is a feat, metamagic adept, which allows you to pick up two sorcerer metamagics. From there you can choose transmuted spell to allow you to switch damage types a grand total of twice per long rest. Needless to say that's a heavy feat tax to barely accomplish what the sub should already be doing.
I like the subclass overall. Not getting Fireball isn't a dealbreaker to me since Druids already get plenty of fire-themed spells from base class spell list and I don't think the subclass is supposed to a full blaster the way a Sorcerer with the Empowered Metamagic option would be.
Nope. They said you could reflavor it that way, but the damage type doesn't change (which is literally what we've been doing for last 6 years).
There is a feature from the Order of the Scribes Wizard and a Metamagic ability that lets you do this, but Druids can't do it without multiclassing or picking up the Metamagic Adept feat.
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Revivify was added to druid spell list with class variants UA. Plant growth was was the most thematic of the druid spells that fit the fire & renewal theme of the wildfire.
The flaming sphere & scorching ray choice at 3rd level is also a poor choice. All the other levels got fire spell and a healing spell (the UA had fire and heal/plant at each level).
I am aware of that.
IMO, no. I think Revivify fits better. The subclass may be called the "Circle of Wildfire", but most of the time they will be burning down enemies, not forests.
I agree. I would have just done scorching ray, as flaming sphere is already on their spell list. Healing Spirit would probably be a better fit than scorching ray.
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The point of the druid bonus spell is that it's always available, not that it's added to the potential spell list. Plant growth is what happens after a wildfire, not reviving recently dead people.
I personally think that the loss of Fireball isn't too big of a deal, but only because Staff of Fire is a thing.
I suspect that Fireball got replaced because the druid ended up as a pyromaniac instead of Phoenix style. Having to be more strategic with your fireballs makes thematic sense.