Base Class: Druid
These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another. Sometimes druids from the Circle of the Forest become followers of this Circle due to personal events which have traumatic consequences for themselves.
Level 2: Expanded Spell List
Upon choosing this circle at 2nd level, you form a special bond with a wildfire spirit that gives you access to an expanded spell list. These spells are always prepared and don’t count against the number of spells you can prepare each day. Most of them, like burning hands and flaming sphere are excellent offensive fire-based spells. Others, like cure wounds and revivify, are healing options that could be reflavored as the druid enveloping a body in invigorating, gentle warmth.
| Druid Level | Spells |
|---|---|
| 2nd | burning hands, cure wounds |
| 3rd | flaming sphere, scorching ray |
| 5th | plant growth, revivify |
| 7th | aura of life, fire shield |
| 9th | flame strike, mass cure wounds, fireball |
Level 3: Summon Fire Wolf
Also at 3rd level, you get a new way to use your Wild Shape. You can expend one usage of it to summon a Fire Wolf. The Fire Wolf appears in an unoccupied space within 30 feet, and any creatures within 10 feet of it need to succeed on a Dexterity saving throw against your spell save DC or suffer 2d6 fire damage. Barring the possibility of charring comrades upon summoning, the Fire Wolf is a handy ally that takes its turn immediately after you. You can command it with a bonus action. It exists for the a number of hours equal to half your druid level (rounded down), until it is reduced to 0 hit points, or until the druid dies. It uses Fire breath and pack tactics to be utilized ultimately.

Level 6: Enhanced Bond
At 6th level, the bond with your Fire Wolf enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your Fire Wolf is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your Fire Wolf.
Level 10: Cauterizing Flames
At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your Fire Wolf, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Additional to this: at this level you become one with the flames, which means you become immune to fire damage from any source.
Level 14: Blazing Revival
At 14th level, the bond with your Fire Wolf can save you from death. If the wolf is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the wolf to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.
Once you use this feature, you can't use it again until you finish a long rest.
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