Tasha’s Cauldron Of Everything: The Circle Of Wildfire Druid Gets Fiery Final Print In Wizards Of The Coast’s Newest Rules Expansion

Tasha’s Cauldron Of Everything: The Circle Of Wildfire Druid Gets Fiery Final Print In Wizards Of The Coast’s Newest Rules Expansion

Tasha’s Cauldron of Everything is officially in full swing, and players all over the globe are eagerly awaiting to view what awaits inside those glossy pages. The newest rules expansion adds tons of optional rules for D&D’s character creation, optional variants for class features, and 30 finalized subclasses, previously seen in Unearthed Arcana.

One of these finalized subclasses is the Circle of Wildfire for the druid. These druids see fire as life-giving and cleansing. They perform controlled burns to keep the forest alive and healthy, and channel the fiery energy of life to sear their foes and reinvigorate their allies.

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To start off, when you choose this Circle at 2nd level, your connection to a wildfire spirit gives you access to Circle Spells. Once you gain access to these spells, you always have them prepared and they don’t count against the total number of spells you can prepare each day. The main takeaways from this spell list are Cure Wounds, Revivify, and Mass Cure Wounds.

2nd level also brings the Summon Wildfire Spirit ability. As an action, you may expend a use of your Wild Shape ability to summon your wildfire spirit. The spirit is friendly to you and your companions, and shares your initiative count but takes its turn immediately following yours. The wildfire spirit can fly and has quite a few condition immunities. Mostly it exists to boost your spells and provide a bit of extra damage each turn.

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The 6th level ability, Enhanced Bond, is how the spirit boosts your spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is active, roll a d8, and you gain a bonus equal to the number rolled to one healing or damage roll of the spell. In addition, whenever you cast a spell with a range other than self, the spell can originate from you or the spirit.

Cauterizing Flames comes in at 10th level, incentivizing the druid to get more synergy out of their fire and healing spells. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame appears in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the flame and either heal the creature or or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

The final feature for this subclass is Blazing Revival at 14th level. If your wildfire spirit is within 120 feet of you when you are reduced to 0 HP and thereby rendered unconscious, you can cause the spirit to drop to 0 HP. You then regain half your hit points and immediately rise to your feet. Once you use this feature you can’t use it again until you finish a long rest.

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If you like this subclass and would like to see more, it’s recommended to visit the D&D website for more information.