Base Class: Druid
Circle of Flame druids worship fire in all its forms, from a small hearth fire to the blazing glory of the sun. They worship it for its comfort in the dead winter months. They worship it for its angry, cleansing fury - its ability to wipe the earth so that it can spring anew from the ashes of the old.
A Circle of Flame druid uses the power of fire for their own reasons as fire itself is ignorant of motives. It can be, however, the ultimate judge, jury, and executioner.
In your hands, what can be accomplished in the light of the fire?
CIRCLE OF FLAME
Druid Level Circle Spells
3rd Burning Hands, Scorching Ray
5th Fireball, Flaming Sphere
7th Fire Shield, Wall of Fire
9th Flame Strike
11th Sunbeam
Flame Shape
Rather than a Wild Shape, druids of the Circle of Flame take on a Flame Shape, becoming a creature half yourself and half fire elemental.
You gain a speed of 50 ft. and have the ability to slip through openings as small as one inch wide and one foot tall.
While in this form, you can hurl small fireballs as a ranged spell attack that do 1d8 + your WIS modifier fire damage per your level divided by two and rounded down. The fireballs explode on impact, affecting any enemies within 10 feet of the targeted creature equally. These fireballs have a range of 60 ft. When a creature is hit, they may make a DEX saving throw to take half damage. You can throw a number of these fireballs equal to 3 plus your WIS modifier per short rest.
Your fireballs can bypass fire resistance to a degree, causing half damage on a successful hit but failed save and a quarter damage on a successful hit and save. They will not bypass immunity to fire damage.
While in this form, you are vulnerable to attacks using water or ice and you can only maintain it for a total of 5 minutes (30 rounds) per long rest. These rounds do not need to be consecutive.
In your Flame Shape, you have immunity to fire damage.
Any other information or guidance on this form is found in the stat block for the Fire Elementals in the Monster Manual. You retain the same Armor Class you have in your regular form. Your equipment fuses into your elemental form unharmed.
You cast spells as you normally would and any material components of your spell are unaffected by your form.
Bonus Proficiencies/War Caster
When you choose Circle of Flame at 2nd level, you gain proficiency with medium armor, shields, and martial weapons. You additionally receive the War Caster feat.
Circle Spells
The Circle of Flame gives you access to certain spells that are not on the Druid spell list; however, when you cast them they are considered Druid spells.
Fire Resistance
Starting at 6th level, you gain resistance to magical and natural fire damage.
Flaming Weapons
Starting at 6th level, all of your weapon attacks, melee and ranged, inflict an additional 1d8 fire damage + your WIS modifier on a successful hit.
This damage stacks with other damage modifiers. At 10th level, the damage increases to 2d8, at 14th level 3d8, and at 18th level 4d8.
Flame in Flight
Starting at 6th level, you gain a flying speed of 50 feet per round while in your Flame Shape.
Armor of Fire
Starting at 10th level, you can create a magical aura of flame that sheathes your body for 1 minute. This aura can be triggered as a bonus action and grants you a +2 bonus to your Armor Class. It also gives you resistance to bludgeoning, piercing, and slashing damage from non-magical weapons for the duration. This ability can be used 3 times per short rest.
Fireball Sniper
Starting at 10th level, the fireballs you throw while in Flame Shape have an extended range of 120 feet. Additionally, creatures under anything less than full cover take full effect from your attack unless they make their saving throw.
Wisdom of Flame
Starting at 10th level, you gain the following Wisdom related benefits: a +1 bonus to your WIS score potentially exceeding 20, advantage on WIS skill checks, and advantage on WIS saving throws.
Superior Flame
Starting at 14th level, any attack you make bypasses a creature's fire resistance and those with fire damage immunity suffer 1/4 damage on a failed save and no damage on a successful save.
Rapid Fire
Starting at 14th level, your movement speed and flying speed while in Flame Shape increase to 60 feet per round.
Fire Immunity
Starting at 14th level, you gain immunity to natural and magical fire damage.
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