Base Class: Druid
Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids harbor destructive tendencies, allowing them to use their power to create controlled flames that help flora and fauna reproduce and grow.
Natural Flame
When you choose this circle at 2nd level, your nature magic becomes infused with fiery power. Any spell you cast that would deal damage may deal fire damage in place of its usual damage type.
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 |
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1st |
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3rd |
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5th |
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7th |
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9th |
Rolling Fire
Starting at 3rd level, you add the flaming sphere spell to your list of prepared spells. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
When you cast flaming sphere it does not require concentration for you to maintain its effects, and it instead lasts for its duration. You may also shape the sphere into any form you desire, provided it conforms to the sphere's dimensions.
Fire Fallow
At 6th level, you are able to channel the preserving power of fire to heal your allies. Once per turn when you cast a spell that deals fire damage to a creature, you may choose another creature you can see within 30 feet of you and restore a number of its hit points equal to half your Druid level (rounded up). You may use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses at the end of a long rest.
Flames of Life
Starting at 10th level you may use an action on your turn to expend a spell slot and cause the dead body of a small or larger creature that you can see within 30 feet of you to explode with flames of vitality. Additionally, you can use this feature on your flaming sphere, destroying it and triggering the same effect.
Each creature within 30 feet of the body takes 1d10 points of fire damage per level of the spell slot you expanded, or half on a successful Dexterity saving throw. You may also heal any number of the affected creatures for the same amount, in place of dealing fire damage. You regain use of this feature after a long rest.
Defiant Blaze
Starting at 14th level, when you are reduced to 0 hit points but not killed outright, you gain temporary hit points equal to 5 times your druid level. Any excess damage carries over onto these temporary hit points.
While you have these temporary hit points you remain conscious, but may not recover any new hit points by any means. Until the end of your next turn, any fire damage or healing your spells do is maximised. At the end of your turn you drop to 0 hit points and fall unconscious.
If this feature is triggered while you are on your turn and you have not yet taken your action, you fall unconscious at the end of that turn instead. You regain use of this feature after a long rest.
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Posted Jan 3, 2023i love this so much more than the official circle of wildfire