Warcraft Druid Path - Path of Flame

When the Cataclysm occurred, Fandral Staghelm took many loyal druids into the service of Ragnaros the Firelord. Reborn as druids of the flame, these flame-wielding spellcasters use the powers of the Firelands in their quest to burn the world to ash. Such a path holds great destructive power, and it is unlikely that any normal druid would willingly associate with those who follow the path of flame, but their searing magics might find a place among those who follow a dark path yet still serve a good cause.

Flame Affinity

When you take this path at 2nd level you gain an additional use for your Affinity points:-


Flameshift: You can expend 1 affinity point when you Shapeshift to imbue your form with flames. Once per turn when you hit with a melee attack you deal an additional 1d6 fire damage.

At 9th level in this class, you can expend an additional point when you Shapeshift to increase the damage die to 1d10, and gain both Fire and Cold Resistance.

At 15th level you can spend a further point when you shapeshift (for a total of 3) to increase your movement speeds by 20ft, prevent your movement from provoking opportunity attacks, and leave a trail of fire in your wake. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At 20th level, you can spend a further point (for a total of 4) to gain immunity to fire and cold damage, and you can choose for all your Shapeshift damage to be dealt was flame instead of its normal damage type. In addition, Flameshift's fire damage now ignores resistance to fire damage, and bypasses immunity - though only dealing half damage when it does so.

Each Flameshift boon is gained in order - for example you cannot spend two points to gain the 2nd and 15th level Flameshift benefits, only the 2nd and 9th.

Path Spells

When you take this path at 2nd level, you gain additional spells from your connection to the natural world around and above you. Your link with nature grants you access to some spells when you reach certain levels in this class, as shown on the table below.

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.

Druid Level Spells
2nd Burning Hands, Hellish Rebuke
3rd Continual Flame, Flaming Sphere
5th Fireball, Elemental Weapon (fire only)
7th Fire Shield, Wall of Fire
9th Conjure Elemental (fire only), Reincarnate

Leaping Flames

From 6th level you can choose to imbue your jump with powerful fire as a bonus action. You leap from your current position to an unoccupied spot within 50ft. This movement does not provoke opportunity attacks. You may also choose to unleash the flames either at your original position or where you land - creatures other than yourself within a 5ft radius of the target point must succeed on a dexterity saving throw or take 2d10 fire damage.

Leaping Flames can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Searing Seed

From 10th level you leave a fragment of flame in the targets of your ire. When you deal fire damage with a spell of 1st level or higher you can choose one creature who took damage to nurture the Searing Seed. At the end of that creature's next turn the seed detonates, dealing 1d10 fire damage to all creatures within a 10ft radius of them. You may optionally use your bonus action each turn to nurture the seed, preventing its detonation and increasing the damage dealt by 1d10 each time you do so, to a maximum of 4d10. You may continue to nurture it each turn and prevent its detonation even after the damage reaches 4d10.

If a creature dies while holding a Searing Seed it immediately detonates. You may only have on Searing Seed active at a time.

Fury of the Firelands

From 14th level, your all-consuming fury is unleashed when you defeat an enemy. Whenever you kill or reduce a hostile creature to 0hp you gain the effect of the Haste spell until the end of your next turn. You do not suffer lethargy when this fades from you.