Circle of Ash

What the Circle of Ash?

Druids of this paticular circle have a reputation for wanton destruction by outsiders, but these outsiders do not understand the delicate balance that they preserve. Contrary to popular belief - druids of the circle of ash believe in the preservation of life. One moment they may be seen tending to the forest as if it were their garden, and the next they may be seen burning off great swathes of land with seemingly little regard for the creatures inside.

But a druid of the circle of ash understands that life is not a stagnant pool, it is a sea, and sometimes the sea lays still, but sometimes it crashes in waves. Life is a cycle, and sometimes when a population grows too great, or a deadly fungus takes root, or the Feywild breaks into our world and begins to reach its tendrils out too far, or a beast grows too dire and powerful...

The infected limb must be severed, and then cauterised. That is the mantle of the Circle of Ash. You represent the most destructive forces of nature on land - fire and lightning - and you wield both with terrifying fury. But you are also able to draw restorative magics out of these forces, healing allies and tending to the land.

Bonus Cantrip

At 2nd level, you gain the fire bolt cantrip.

Ashes of Renewal

Additionally at 2nd level, you gain the ability to create new life out of that which is destroyed.

Whenever you deal fire or lightning damage to a hostile creature that is not helpless, you gain one ash charge. You can posess a number of ash charges equal to your Wisdom Modifier (minimum of one). As an action, you can spend any amount of ash charges to heal yourself or an ally within 60ft. Your target is healed for an amount equal to your Wisdom modifier, plus 1 for each ash charge spent.

If you deal fire or lightning damage to multiple creatures with one instance of damage, such as with a lightning bolt or firestorm spell, you still only gain one ash charge.

If you do not gain another ash charge within a minute you lose all ash charges you have stored. At 6th level, you heal for 1d6 per ash charge spent. At 10th level, you heal for 1d8 per ash charge spent.

One With Flame

At 6th level, you gain resistance to fire damage, and you gain one ash charge when you recieve fire or lightning damage from a hostile creature.

Firewalk

At 10th level, you obtain access to a sacred technique that your forefathers have passed down to you.

As an action, you may move twice your movement, and you gain a climbing speed equal to your new movement speed. You do not provoke attacks of opportunity, and are able to move through a number of hostile creatures' space equal to your Wisdom modifier (minimum of one).

You leave a trail of fire or lightning behind you, scorching the earth beneath for a brief moment before a jet of elemental energy erupts from it. Any creature's space that you pass through must make a Dexterity saving throw. On a failed save a creature takes 4d8 fire or lightning damage (your choice) or half as much on a successful one. You may also spend any number of ash charges, dealing an additional 1d8 damage per ash charge spent.

You must complete a short or long rest before using this feature again.

Cinderrage

At 14th level, whenever you heal a creature with your ashes of renewal feature, you may designate another creature within 30ft of the healed creature. This secondary creature must make a Dexterity saving throw. On a failed save, the creature takes fire or lightning damage (your choice) equal to the amount healed, or half as much on a successful one.

You may use this feature a number of times equal to your Wisdom modifier (minimum of once) per short rest.