Druid Circle: Circle of Flames

by aeyana

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Druid Circle

At 2nd level, a druid gains the Druid Circle feature. The following is an additional option available to druids, in addition to those offered in the Player's Handbook and other books: the Circle of Flames.

Circle of Flames

Thick pillars of black smoke billow from the forest, and the night sky is painted orange by the flames. Amidst the inferno, a lone man stands with arms spread wide, head back and bellowing to the sky.

Circle Spells

Your affinity to flames infuses you with the ability to cast certain spells. At 2nd level, you learn the produce flame cantrip, which doesn't count against the number of druid cantrips you know. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Flames Spells table.

Once you gain access to a circle spell, 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.

Circle of Flames Spells
Druid Level Circle Spells
3rd flaming sphere, scorching ray
5th fireball, gaseous form
7th fire shield, wall of fire
9th flame strike, immolation

Wildfire Shape

Also at 2nd level, you gain the ability to manifest your Wild Shape in the form of dancing flames. When you transform using your Wild Shape feature, you can gain the following benefits while you are transformed:

  • You can cast any of your druid spells that deal fire or lightning damage. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
  • You can emit bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Your attacks deal fire damage instead of their normal damage type.
  • You are immune to fire and poison damage, and can't be grappled or poisoned.
  • Each creature that moves within 5 feet of you for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw against your druid spell save DC or take 1d6 fire damage. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. Foliage and flammable objects that aren't being worn or carried within the area are set ablaze.

When your transformation ends, any soil burned by it becomes rich and fertile, and will begin showing signs of plant growth in 1d10 days, if other conditions allow for it.

Choking Smoke

Starting at 6th level, you learn to use the smoke that comes with your fire. When you deal fire damage with your druid spells or your Wildfire Shapes feature, you can change the damage to poison or necrotic instead.

Additionally, once per turn when you deals fire, poison, or necrotic damage to a creature, you can force the target to make a Constitution saving throw against your druid spell save DC. On a failed save, the target is poisoned until the end of your next turn.

Burnout

At 10th level, your magic can trace down smoke from your flames. Targets that are poisoned by your Wildfire have disadvantage on saving throws against any spells you cast.

Rise From the Ashes

At 14th level, your inner flame burns brightest in times of danger. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and immediately use your Wildfire Shape, centered on yourself, without expending a use of Wild Shape. Once you use this feature, you can't use this feature again until you finish a long rest.

Old Wildfire

At 2nd level, you gain the ability to create flames around you.

As an action, you can expend one use of your Wild Shape feature to ignite a raging wildfire. When you do so, you gain a number of temporary hit points equal to your druid level × 5, which last for 10 minutes. While you have these temporary hit points, you have resistance to fire damage, your melee weapon attacks deal additional fire damage equal to your Wisdom modifier, and you can see through areas that are heavily obscured by smoke.

Choose a point you can see within 60 feet of you. A 5-foot sphere of flames appears centered on that point, and burns while you have these temporary hit points. When a creature other than you enters the area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw against your druid spell save DC or take 1d6 fire damage. Foliage and flammable objects that aren't being worn or carried within the area are set ablaze. For every gallon of water splashed on the wildfire, you take 1 cold damage.

The damage and radius of this wildfire increases as you gain levels in this class, to 2d6 and up to a 10-foot-radius at 6th level, 3d6 and up to a 15-foot-radius at 10th level, and 4d6 and up to a 20-foot-radius at 14th level.

As a bonus action on your turn, you can extend your wildfire to a 5-foot cube adjacent to it, or choose a 5-foot cube within your Wildfire to extinguish. If you cast a spell that deals fire or lightning damage on a turn, you can extend or extinguish the wildfire by an additional number of 5-foot cubes equal to the spell's level.

When your wildfire ends, any soil burned by it becomes rich and fertile, and will begin showing signs of plant growth in 1d10 days, if other conditions allow for it.

 

Optional Feature: Wildfire Beast

Alternatively, you can expend both uses of your Wild Shape as an action to conjure an elemental made of flames in the shape of a beast. The elemental is summoned the same as it would be with your Wild Shape feature, except for the following changes:

  • Its creature type becomes elemental
  • It is immune to fire and poison damage.
  • It can't be grappled or poisoned
  • Its maximum hit points are increased by a number equal to your druid level × 5.
  • Its attacks deal fire damage instead of their normal damage type.
  • For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

When you cast a spell that deals fire or lightning damage, you can choose one of the following options:

  • The elemental's movement speed increases by a number of feet equal to the spell's level × 5 until the start of your next turn.
  • The elemental emits a blast of flames in a 5-foot radius around it. Each creature within the area must succeed on a Dexterity saving throw against your druid spell save DC or take fire damage equal to spell's level × 5.
  • The elemental regains hit points equal to the spell's level × 5.

When you reach 6th level in this class, the elemental gains the following ability:


  •     Smoke Poisoning. Once per turn when the elemental deals fire damage to a creature, it can force the target to make a Constitution saving throw against your druid spell save DC. On a failed save, the target is poisoned until the end of your next turn.
 

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