Base Class: Druid
Druids of this circle believe that what's old and rotten must be burned down for something better to arise from its ashes.
A member of this circle may have become a druid in a forest prone to wildfires or near the site of a mighty volcano.
Regardless of their origin, these druids know that many things in this world stagnate, cease to grow, or even corrupt and deteriorate. They see the value of fire as a force of creative destruction; a way to destroy the old to make way for something better. Some druids of this circle revere the phoenix as the symbol of the cycle of death, decay and regrowth. Others make a habit out of planting seeds on fallen foes so new life can bloom from their ashes.
Cinder Soul
your studies have kindled the embers of a wild fire in your soul, this connection to elemental fire grants the following
- You know the control flames cantrip.
- You have the burning hands spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
- You can cast burning hands without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wildfire
At 2nd level, When you use your Wild Shape feature, you can ignite a raging wildfire, rather than transforming. When you do so, you gain temporary hit points equal to a number of d10 equal to your proficiency bonus plus your wisdom modifier, these temp hit points last for 10 minutes.
While you have these temporary hit points, you gain resistance to fire damage, and your attacks deal additional fire damage equal to your Wisdom modifier.
A cloak of flames with a 5 foot radius appears centered on you, and burns while you have these temporary hit points. When a creature enters the area for the first time its turn or starts its turn there it must make a Constitution saving throw or take 1d6 fire damage and catch fire. Foliage and flammable objects, that aren't being worn or carried and aren't to wet, within the area are set ablaze.
The damage and radius of this wildfire increases as you gain levels in this class: 2d6 / 10-foot-radius at 6th level, 3d6 / 15-foot-radius at 10th level, and 4d6 / 20-foot-radius at 14th level.
When your wildfire ends, any soil burned by it becomes rich and fertile, and will begin showing signs of plant growth, if other conditions allow for it.
Circle Spells
Your attunement to fire infuses you with the ability to cast certain spells. At At 3rd, 5th, 7th, and 9th level you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you.
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Burnout
At 6th level, your magic can trace down smoke from your flames. when you attack a target that is on fire you have advantage and targets on fire have disadvantage on saving throws against any spells you cast. After this effect is triggered on a target the flames on that target are extinguished.
Smolder
At 10th level your flames are cleansing and can burn away impurities, your inner flame burns so bright that you gain an immunity to poison and disease. you can also breathe and see normally in and through areas that are heavily obscured by nonmagical smoke and ash. you may extend these flames to others allowing you to cleanse a poison, remove a curse, or cure a disease up to a number of times equal to your wisdom modifier (min.1) per long rest.
From The Ashes
At 14th level, you have grown quite accustomed to flames and so gain immunity to fire damage. your inner flame burns brightest in times of danger. whenever you drop to 0 hit points you can use your reaction to immediately trigger your Wildfire, without expending a use of Wild Shape. a blast of healing flame bursts out lifting you to your feet, healing you and your allies within your radius for an amount equal to your wisdom modifier (min.1).
all enemy creatures in a 20 foot radius must make a dexterity saving throw or take 4 d6 fire damage and 4d6 radiant damage, or half on a successful save. Once you use this feature, you can't use this feature again until you finish a long rest.
Comments