So I have a character concept I've been working with for a wildfire druid. Basically, It would be a mysterious sentient growth of smoldering twigs, branches, vines all under a big cloak who worships the cleansing properties of fire. (so kinda like a cleric in the sense that it is religious, but it worships "The Flame" rather than a deity)
I know I would definitely focus on all the fire spells druid offers. but are there any gimics/tricks/tips for focusing on fire with druid? like I know flameblade is a cool flavored spell, is there a way to make it a viable "main tactic"?
As I said, I'm not out to make the BEST druid, or even the BEST fire caster, just out to make a GOOD Fire Druid So suboptimal is fine, I just don't want to be useless lol
Fire genasi is an obvious option. If you're running with physics in mind, water genasi might be an interesting take. Hydrocarbons have contained h2o and you must liberate. Kobold might be fun. Hates the sun. Hates life. Related to dragons? You could homebrew a gaining of powers in a warlock type way.
As I see it, you are looking for fire resistance and more fire attack/control options.
Race - I agree a reflavored character that’s mechanically a fire genasi would be good. You should also consider a tiefling (Asmodeus or Fierna?), which gives you fire resistance and can add Hellish Rebuke or other racial spells. Just ask your DM to use the mechanical race stats but flavor it as a fire-bug plant creature.
Feats - Get Elemental Adept - Fire at level 4. You need to be able to overcome fire resistance or you’ll be useless against some foes.
It seems like the extra d8 for fire damage at level 6 is the key to Wildfire Druids‘ damage output. So you want a fire damage cantrip. Create Bonfire and Produce Flame are OK, but don’t have great range and do a d8. Consider Magic Initiate to get Firebolt, with greater range and d10 damage. You can pick up Absorb Elements or Chromatic Orb for the 1st level spell. Or if there’s another way to get Fire Bolt (an All Purpose Tool?), focus on WIS for ASIs at Level 8 and beyond. You want a high spell DC for all the spell saves you’ll generate.
You probably want Create Bonfire and Control Flame to start as cantrips.
As a fire-focused character, I would think you’d want to be chaotic. Whether neutral or evil is up to you. I could see a chaotic evil arsonist that just wants to see the world burn actually working reasonably with some parties, because their goals wouldn’t necessarily be in conflict that often. Until your party gets run out of town for all the mysterious fires anyway…
I agree with the things that have been said so far, and I will add to them. Tiefling is a great class and thematic, fire resistance and hellish rebuke. As others said, re-flavor it as your character concept using the same stats. I normally don't like Elemental Adept as a feat, but for your character I think Sisyphus_Rocks gave a good suggestion.
I will add, you should probably choose sufficient non-fire options for cases where resistance (prior to level 4) and immunity is a problem. I would recommend earthy/plant types of spells to stick with your theme. Fortunately druids have plenty of them. Thorn Whip is wonderfully thematic for a "sentient growth of smoldering twigs, branches, vines." Also consider Shillelagh, Entangle, Goodberry, Spike Growth, and countless other plant-like Druid spells that very effective, are not fire damage, yet still very thematic for your character.
You could spend some time trying to figure out how to best make use of the fire spirits teleportation. It’s an incredibly useful feature that I think might be one of the most powerful things about this druid.
the fact that the spirit shares your initiative but takes its turn immediately after yourse can be a bit limiting, but it can also be useful when fiery teleportation is activated.
“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”
there are several important pieces that need to be understood about the teleportation to use it at its best.
• first, the spirit and each willing creature within 5ft of it teleport. This is awesome. • second, the spirit can fly, so directing it do fly over an enemy medium creature with allies next to it can target multiple creatures at once. • third, you have to be able to see the unoccupied spaces being teleported to, but not necessarily where the creatures are at the moment before teleportation. • fourth, while the teleportation distance is 15ft, the willing creatures aren’t required to actually end up near each other. This means each creature can be teleported up to 25ft away from each other. • fifth, the fire spirit can teleport upward to potentially do this again the next turn.
it’s kind of like a short range scatter spell that can be used over and over. The druid can use its action to set up a co from spell and even move allies around as best needed by the situation. Another comparable feature is the glamour bards mantle of inspiration, but doesn’t use reactions and makes use of teleportation…
I think I underestimated fiery teleportation. Bobbybaker is right that it has lots of cool opportunities for you and your allies to disengage and move around - violently. It’s sort of a low power, on demand Thunderstep.
If your Druid ends up in the wrong place at the wrong time, their wildfire spirit can move them 15 feet away as a bonus action. So if your wildfire spirit is close you get a disengage plus damage for your bonus action. That’s a nice move after you thorn whipped them next to you on your turn.
So I have a character concept I've been working with for a wildfire druid. Basically, It would be a mysterious sentient growth of smoldering twigs, branches, vines all under a big cloak who worships the cleansing properties of fire. (so kinda like a cleric in the sense that it is religious, but it worships "The Flame" rather than a deity)
I know I would definitely focus on all the fire spells druid offers. but are there any gimics/tricks/tips for focusing on fire with druid? like I know flameblade is a cool flavored spell, is there a way to make it a viable "main tactic"?
As I said, I'm not out to make the BEST druid, or even the BEST fire caster, just out to make a GOOD Fire Druid So suboptimal is fine, I just don't want to be useless lol
Fire genasi is an obvious option.
If you're running with physics in mind, water genasi might be an interesting take. Hydrocarbons have contained h2o and you must liberate.
Kobold might be fun. Hates the sun. Hates life. Related to dragons?
You could homebrew a gaining of powers in a warlock type way.
As I see it, you are looking for fire resistance and more fire attack/control options.
Race - I agree a reflavored character that’s mechanically a fire genasi would be good. You should also consider a tiefling (Asmodeus or Fierna?), which gives you fire resistance and can add Hellish Rebuke or other racial spells. Just ask your DM to use the mechanical race stats but flavor it as a fire-bug plant creature.
Feats - Get Elemental Adept - Fire at level 4. You need to be able to overcome fire resistance or you’ll be useless against some foes.
It seems like the extra d8 for fire damage at level 6 is the key to Wildfire Druids‘ damage output. So you want a fire damage cantrip. Create Bonfire and Produce Flame are OK, but don’t have great range and do a d8. Consider Magic Initiate to get Firebolt, with greater range and d10 damage. You can pick up Absorb Elements or Chromatic Orb for the 1st level spell. Or if there’s another way to get Fire Bolt (an All Purpose Tool?), focus on WIS for ASIs at Level 8 and beyond. You want a high spell DC for all the spell saves you’ll generate.
You probably want Create Bonfire and Control Flame to start as cantrips.
As a fire-focused character, I would think you’d want to be chaotic. Whether neutral or evil is up to you. I could see a chaotic evil arsonist that just wants to see the world burn actually working reasonably with some parties, because their goals wouldn’t necessarily be in conflict that often. Until your party gets run out of town for all the mysterious fires anyway…
I agree with the things that have been said so far, and I will add to them. Tiefling is a great class and thematic, fire resistance and hellish rebuke. As others said, re-flavor it as your character concept using the same stats. I normally don't like Elemental Adept as a feat, but for your character I think Sisyphus_Rocks gave a good suggestion.
I will add, you should probably choose sufficient non-fire options for cases where resistance (prior to level 4) and immunity is a problem. I would recommend earthy/plant types of spells to stick with your theme. Fortunately druids have plenty of them. Thorn Whip is wonderfully thematic for a "sentient growth of smoldering twigs, branches, vines." Also consider Shillelagh, Entangle, Goodberry, Spike Growth, and countless other plant-like Druid spells that very effective, are not fire damage, yet still very thematic for your character.
I love your character idea, by the way!
You could spend some time trying to figure out how to best make use of the fire spirits teleportation. It’s an incredibly useful feature that I think might be one of the most powerful things about this druid.
the fact that the spirit shares your initiative but takes its turn immediately after yourse can be a bit limiting, but it can also be useful when fiery teleportation is activated.
“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”
there are several important pieces that need to be understood about the teleportation to use it at its best.
• first, the spirit and each willing creature within 5ft of it teleport. This is awesome.
• second, the spirit can fly, so directing it do fly over an enemy medium creature with allies next to it can target multiple creatures at once.
• third, you have to be able to see the unoccupied spaces being teleported to, but not necessarily where the creatures are at the moment before teleportation.
• fourth, while the teleportation distance is 15ft, the willing creatures aren’t required to actually end up near each other. This means each creature can be teleported up to 25ft away from each other.
• fifth, the fire spirit can teleport upward to potentially do this again the next turn.
it’s kind of like a short range scatter spell that can be used over and over. The druid can use its action to set up a co from spell and even move allies around as best needed by the situation. Another comparable feature is the glamour bards mantle of inspiration, but doesn’t use reactions and makes use of teleportation…
I think I underestimated fiery teleportation. Bobbybaker is right that it has lots of cool opportunities for you and your allies to disengage and move around - violently. It’s sort of a low power, on demand Thunderstep.
If your Druid ends up in the wrong place at the wrong time, their wildfire spirit can move them 15 feet away as a bonus action. So if your wildfire spirit is close you get a disengage plus damage for your bonus action. That’s a nice move after you thorn whipped them next to you on your turn.