Wildfire

Wildfire druids understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. 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.

Branch Features

Branch Spells

Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell’s level to have that spell always prepared. Spells bought in this manner don’t count against the number of spells that you can prepare.

If you have a branch spell that doesn’t appear on the Divine Spell List, that spell is nevertheless a divine spell for you.

Spell Level Spells Cost
1st Burning Hands, Heal 2 Character Points per Spell
2nd Flaming Sphere, Scorching Ray 4 Character Points per Spell
3rd Plant Growth, Revivify 6 Character Points per Spell
4th Aura of Life, Fire Shield 8 Character Points per Spell
5th Dawn, Immolation 10 Character Points per Spell

Talents

Talent CP Prerequisites
Summon Wildfire Spirit 5 1st Level Spells and Wild Shape
Enhance Bond 20 3rd Level Spells and Summon Wildfire Spirt
Cauterising Flame 30 5th Level Spells and Enhance Bond
Blazing Revival 50 7th Level Spells and Cauterising Flame

Summon Wildfire Spirit

Cost: 5 Character Points
Prerequisite: 1st Level Spells and Wild Shape
Actions: Varies

You can summon a primal spirit of fire that is bound to your soul.

Using 2 Actions, you can expend mana to summon your wildfire spirit. The maximum amount of mana that you may spend at once is equal to the maximum level of spells that you can cast.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. When it appears, make an evocation attack vs the Dexterity defence of each creature within 10 feet of the spirit (other than you). On a hit the creature takes 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. Statistics for the spirit are provided in the stat block below. 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.

Wildfire Spirit

Small Elemental

Defenses

STR: 12, DEX: 11, CON: 10, INT: 8, WIS: 10, CHA: 8

Stamina: 10× the mana spent to summon it

Damage Reduction: 1 (Natural Armour)

Damage Immunities: Fire

Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained

Ability Scores

STR: 10 (+0), DEX: 14 (+2), CON: 14 (+2), INT: 13 (+1), WIS:15 (+2), CHA: 11 (+0)

Speed: 35 feet, fly 35 feet (hover)

Actions

Flame Seed (2 Actions): Ranged Spell Attack: Ranged evocation attack to hit, range 60 feet, one target you can see. Hit: 1d6 + your spellcasting attribute modifier fire damage.

Fiery Teleportation (2 Actions): The spirit and each willing creature of your choice within 5 feet of the spirit teleport up to 15 feet to unoccupied spaces that you can see. Then, you make an evocation attack vs the Dexterity defense of each creature that is within 5 feet of the space that the spirit left. On a hit, each creature takes 1d6 + your spellcasting attribute modifier in fire damage.

Other

Senses: Darkvision (60 feet), Passive Perception 12

Languages: understands the languages you speak

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It takes the Dodge action on its turn unless you take use 1 Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit exists for 1 hour, until it is reduced to 0 stamina, until you use this ability to summon the spirit again, or until you die.

Enhanced Bond

Cost: 20 Character Points
Prerequisite: 3rd Level Spells and Summon Wildfire Spirit

The bond with your wildfire spirit enhances your destructive and restorative spells.

Whenever you cast a spell that deals fire damage or restores stamina while your wildfire spirit 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 wildfire spirit.

Cauterising Flames

Cost: 30 Character Points
Prerequisite: 5th Level Spells and Enhanced Bond
Actions: Free
Trigger: A creature passes through the spectral flame.

You can turn death into magical flames that can heal or incinerate.

When a small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. As a free action at the beginning of your turn, you can extinguish the spectral flame there and either heal or deal fire damage to a creature that has passed through a flame during its last turn. The healing or fire damage equals 2d10 + your spellcasting attribute modifier.

You can use this ability once per round and it has a number of uses equal to your spellcasting attribute modifier. You regain all expended uses when you finish a long rest.

Blazing Revival

Cost: 50 Character Points
Prerequisite: 7th Level Spells and Cauterizing Flame

The bond with your wildfire spirit can save you from death.

If your wildfire spirit is within 120 feet of you when you are reduced to 0 stamina and thereby fall unconscious, you can cause the spirit to drop to 0 stamina. You then regain half your stamina and immediately rise to your feet.

Once you use this ability, you can’t use it again until you finish a long rest.