Druid
Base Class: Druid

Fire burns the forest, and out of the ash rises new growth. Just like the fire that burns the weak and dead trees, Druids of the Circle of Flame reap the weakness from those who have lost their way, leaving the next generation a fertile soil to grow upon. Wind spreads forest fires, cleansing a greater area. Lightning starts forest fires when it strikes a dead tree; fiery death brings a new beginning. Even evil, consumed by flame, can provide fertile ground for Nature reborn. Circle of Flame druids believe that everything will burn one day, to be re-born for a new beginning.

Create Fire

When you choose the Circle of Flame at level 2, you gain the create bonfire cantrip. It doesn't require concentration and lasts until cancelled.

Blazing Will

At 2nd level you can choose to add your Wisdom modifier instead of your Dexterity modifier to your armor class. You gain resistance to fire damage.

Circle Spells

 When you reach certain levels in this class, you gain access to the spells listed for that level in the spell table below. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

DRUID LEVEL SPELLS

3rd

flaming sphere, gust of wind

5th

wind wall, lightning bolt

7th

conjure minor elementals, wall of fire

9th

conjure elementals, flame strike

 

Heat of Battle

Starting at level 6, the flame blade spell is always prepared, as is the call lightning spell. When using flame blade, you can cast any fire, wind, or lightning spell as a bonus action.

Flaming Soul

Starting at level 10 your flame blade base damage becomes 3d8. At higher levels: the damage increases by 1d8 for every slot level above second. When you cast flame blade you may also cast Investiture of Flame on yourself - it doesn’t require concentration.

Phoenix Rising

Starting level 14, as a reaction, you can absorb fire or lightning damage dealt to a single friendly creature or yourself. The friendly creature, or you, instead heals for the amount of damage taken. This feature refreshes on a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/14/2024 5:51:11 PM
10
3
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Coming Soon

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