Refined Unearthed Arcana: Wildfire Druid

by CoffeeSorcerer69

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CoffeeSorcerer69 | Wildfire Druid, Refined
1

Circle of Wildfire 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 bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.

Circle Spells

2nd-level Circle of Wildfire feature


You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip. All spells that deal fire damage count as druid spells for you.

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. 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.

Circle of Wildfire Spells
Druid Level Spells
3rd Locate Animals or Plants, Scorching Ray
5th Fireball, Plant Growth
7th Aura of Life, Fire Shield
9th Commune with Nature, Flame Strike

Summon Wildfire

2nd-level Circle of Wildfire feature


You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature of your choice within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.

The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.

The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.


Wildfire Spirit

Small elemental, any chaotic alignment


  • Armor Class 13 + your Wisdom Modifier
  • Hit Points Wildfire Spirit’s Constitution modifier + your Wisdom Modifier + five times your druid level
  • Speed 20 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 10 (0)

  • Saving Throws Dex +4, Con +4, Wis +4
  • Skills Nature +4, Perception +4
  • Damage Resistances cold
  • Damage Immunities fire
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 16
  • Languages understands the languages you speak

Soul Bond. The following numbers increase when your proficiency bonus increases: the spirit’s ability scores, skill and saving throw bonuses, the bonuses to hit and damage of its Flame Slash and Flame Seed, and the bonus to damage of its Fiery Teleportation.

Actions (Requires Bonus Action)

Multiattack. The Wildfire Spirit makes two flame slash attacks

Flame Slash. Melee Weapon Attack: Dexterity Modifier + 2 to hit, melee 5ft., one target you can see. Hit: 1d4 + Dexterity Modifier + 2 fire damage.

Flame Seed. Ranged Weapon Attack: Wisdom Modifier + 2 to hit, range 60ft., one target you can see. Hit: 1d6 + Wisdom Modifier + 2 fire damage.

Fiery Teleportation (Recharges After 3 Rounds). The spirit and each willing creature of your choice within 5 feet of it, teleport up to 30 feet to unoccupied spaces you can see.

Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + Wisdom Modifier + 2 fire damage.

Enhanced Bond

6th-level Circle of Wildfire feature


You gain resistance to fire damage while your Wildfire Spirit is summoned.

The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

CoffeeSorcerer69 | Wildfire Druid, Refined
2

Flames of Life

10th-level Circle of Wildfire feature


You gain the ability to turn death into flames of vitality. When a creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom Modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom Modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

Blazing Endurance

14th-level Circle of Wildfire feature


You gain immunity to fire damage while your Wildfire Spirit is summoned.

The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don’t die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level.

Once you use this feature, you can’t use it again until you finish a short or long rest or until you expend a spell slot of 5th level or higher to use it again.

 

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