Circle of Wildfire Druid

Feature Description
Circle Spells At 2nd level, you form a bond with a wildfire spirit, granting you access to special spells. You always have these spells prepared, and they don't count against your number of prepared spells. These include Burning Hands and Cure Wounds at 2nd level, and more as you progress (Flame Strike and Mass Cure Wounds at 9th level).
Summon Wildfire Spirit At 2nd level, you can summon a wildfire spirit by expending one use of your Wild Shape feature. The spirit appears within 30 feet of you, deals fire damage to creatures near it, and shares your initiative count. The spirit acts on its own turn, taking only the Dodge action unless commanded otherwise.
Enhanced Bond At 6th level, your bond with the wildfire spirit enhances your destructive and restorative spells. When casting fire damage or healing spells, you gain a bonus to the damage or healing roll based on a d8 roll. Additionally, you can cast spells through your spirit.
Cauterizing Flames At 10th level, when a creature dies within 30 feet of you or your wildfire spirit, you can use your reaction to create a spectral flame. A creature entering the flame can either be healed or take fire damage (2d10 + your Wisdom modifier).
Blazing Revival At 14th level, if you are reduced to 0 hit points and fall unconscious, your wildfire spirit can drop to 0 hit points to save you. You regain half your hit points and rise to your feet. This feature can be used once per long rest.

Wildfire Spirit Stat Block

Stat Value
Armor Class 13 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft., fly 30 ft. (hover)
STR 10 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 13 (+1)
WIS 15 (+2)
CHA 11 (+0)
Damage Immunities fire
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge
Proficiency Bonus equals your bonus

Actions

Action Description
Flame Seed Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.