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Circle of Wildfire

Druids of the Circle of Wildfire understand that destruction is not the enemy of life but sometimes its precondition. Fire clears the old and makes room for the new; forests regrow richer after a blaze sweeps through. These druids have forged a bond with a wildfire spirit — a primal elemental entity that is neither ally nor tool, but something between a familiar and a force of nature given temporary shape.

The Circle of Wildfire attracts those who are comfortable with paradox: they are healers and destroyers in equal measure, nursing seedlings from ash even as they call flame down on threats to their groves. Their magic carries the scent of smoke and new growth simultaneously, and their wildfire spirit blazes beside them in combat as a living emblem of their philosophy.

Circle of Wildfire Table:

Level Subclass Features Gained
2nd Circle Spells, Summon Wildfire Spirit
6th Enhanced Bond
10th Cauterizing Flames
14th Blazing Revival

Subclass Features

Circle Spells

2nd-level Circle of Wildfire feature

Your bond with the wildfire grants you access to spells that are always prepared. These spells don't count against the number of spells you can prepare each day.

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

Summon Wildfire Spirit

2nd-level Circle of Wildfire feature

At 2nd level, 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 within 30 feet of you.

The wildfire spirit is friendly to you and your companions and obeys your commands. In combat, the spirit shares your initiative count, but takes its turn immediately after yours. It vanishes when it falls to 0 hit points, when you use this feature again, or when you fall unconscious. The spirit has AC 13, immunity to fire damage, and hit points equal to five times your druid level. It can make a ranged attack (range 60 ft., one target, \(1d6\) fire damage) or use the following ability:

Fiery Teleportation. The spirit and each willing creature within 5 feet of it teleport up to 15 feet to unoccupied spaces the spirit's owner can see. Each creature left behind at the departure point must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or take \(1d6\) fire damage.

While your wildfire spirit is present, you can use a bonus action on your turn to teleport yourself to an unoccupied space within 15 feet of the spirit, and the spirit simultaneously teleports to an unoccupied space within 15 feet of you, wreathing both locations in harmless fire.

Enhanced Bond

6th-level Circle of Wildfire feature

At 6th level, 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, you can roll a \(1d8\) and add the result to one fire damage roll or to the total hit points restored by the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or from your wildfire spirit.

Cauterizing Flames

10th-level Circle of Wildfire feature

At 10th level, you gain the ability to turn death into fuel for life. When a Small or larger creature falls to 0 hit points within 30 feet of you or your wildfire spirit, a harmless spectral flame springs up in that creature's space. When a creature within 30 feet of you enters that space, you can use your reaction to extinguish the flame and cause that creature to regain hit points equal to \(2d10\) + your Wisdom modifier.

The spectral flame lasts for 1 minute or until it is consumed. Only one spectral flame can exist from a single creature.

Blazing Revival

14th-level Circle of Wildfire feature

At 14th level, the wildfire spirit can drag you back from the edge of defeat. If you fall to 0 hit points while your wildfire spirit is present, the spirit flies to a space within 5 feet of you, the spirit vanishes, and you regain hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.