Circle of Furious Flames Profession in Zoetrope | World Anvil

Circle of Furious Flames

Druid Subclass
These fell druids are the priests of Fyro, the Elemental Fire Tyrant, responsible for spreading the worship of the All-Consuming, extending the reach of the insidious Cult of Furious Flames, increasing the Burning One's presence in the world.
Optional Class Features
Druids of this circle do not gain the Wild Companion optional feature, but they do gain the Cantrip Versatility optional feature.
Wild Shape
Your Wild Shape feature is modified, as follows. Starting at 2nd level, when using your Wild Shape feature you may only transform into fire elementals. However, you ignore the Beast Shapes table entirely and can use your Wild Shape to transform into an fire elemental with a challenge rating as high as your druid level divided by 2, rounded down.

Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Spells
Your connection with the Elemental Plane of Fire grants you access to the following circle spells at 2nd, 3rd, 5th, 7th, and 9th level. 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.
Some of the spells offered by this feature normally allow a caster the choice of one of the four elements when the spell as cast, but when cast by you fire is automatically chosen. For instance, when you cast Summon Elemental it always summons an elemental fire spirit.
Druid Level
Spells
2
Burning Hands, Searing Smite
3
Heat Metal, Scorching Ray
5
Fireball, Minute Meteors
7
Summon Elemental [Fire], Wall of Fire
9
Conjure Elemental [Fire], Immolation
Elemental Strike
Starting at 6th level, you are able to invest yourself with primordial power when Wild Shaped. Your unarmed and natural weapon attacks while you are transformed by Wild Shape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elemental Transformation
Starting at 10th level, your connection to the primordial allows you to take on certain elemental attributes. You can expend a use of your Wild Shape feature to partially transform yourself, retaining your normal form and abilities but temporarily manifesting elemental-like traits for a number of hours equal to half your druid level (rounded down). This is a Wild Shape transformation; thus other class features such as Archdruid, Combat Wild Shape, and Elemental Strike are applicable. While Wild Shaped in this way, you are considered to be an elemental creature in addition to your own normal creature type, and can be targeted by spells and abilities that affect elemental fire creatures. However, your native plane remains the plane you were born on.
Your body temperature is doubled, your skin glows and may even steam with heat, your head hair (if any) appears to be on fire, and your eyes are literally aflame. You and anything you are wearing or carrying are surrounded by a flickering aura of intense flame, as if you were the wick of a candle. This aura is harmless to you and anything you are wearing or carrying. You gain the following benefits, but if you start your turn submerged in water (or similar non-flammable liquid), you revert back to your normal form unless you succeed at a DC 15 Charisma saving throw:
  • You shed light equivalent to a bonfire.
  • You have advantage on Intimidation checks.
  • You gain resistance to cold and immunity to fire.
  • Unattended flammable objects in your space may spontaneoulsy catch fire or combust at the DM's discretion.
  • The temperature stage in a 10-foot radius centered on you is stepped down (from Arctic Cold to Cold, Cold to Cool, Cool to Warm, Warm to Hot, or Hot to Unbearable Heat).
  • You are entirely comfortable in and unharmed by environments of any temperature stage.
  • You can take the Dash action as a bonus action, and you may walk and stand on burning surfaces including molten lava as if it were harmless solid ground.
  • When you hit with unarmed, natural, or melee attacks you inflict an additional 1d6 fire damage.
  • Creatures grappling with you take 1d6 fire damage at the beginning of their turn, and creatures take 1d6 fire damage when they hit you with unarmed or natural attacks.
  • While you are not wearing any armor, your armor class equals 15 + your Charisma modifier. You can use a shield and still gain this benefit.
  • Your biological processes are suspended; you don't need to eat, drink, breathe, or sleep, and magic can't put you to sleep.
Elemental Empowerment
Starting at 14th level, the Fire Tyrant gifts you with sufficient authority to command the obedience of fire elementals in his name. You may cast the spell Dominate Elemental without using a spell slot, and without need of a spellcasting focus or spell components, on any number of fire elementals that you can see within range that have a combined challenge rating equal to or less than your total character level. Affected fire elementals that are evil or neutral have disadvantage on their Wisdom saving throws against this spell when cast by you in this way. You may use this feature once per proficiency bonus per long rest.

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