Best Feats for Wildfire Druid 5e
by Prince Phantom
The Wildfire Druid might be sneakily the best Druid subclass of them all. At a passing glance you may disagree with that statement. The expanded spell list is mediocre at best, and our features are definitely all good, but none jump off the page as broken. The secret of this subclass is hidden in the Wildfire Spirit stat block. The spirit itself is a wonderful little companion to have, able to attack and fly around, but it also has the incredibly unique ability to teleport 15ft every round, bringing along with it any willing creatures and damaging those in the area it left who aren’t as friendly.
This level of battlefield maneuverability is unparalleled in 5e, and the freedom it provides your entire team allows for your entire party be incredibly tough for your enemies to pin down. Picking this subclass essentially means giving your entire party immunity to grapples, restraints, many area of effect spells like Web and Wall of Force, and a quick escape from damaging areas like Sickening Radiance. It’s also a free disengage for our allies who aren’t inclined to be in melee, and even has some out of combat utility for teleporting short distances. The sheer quantity of uses for this teleport is difficult to understand without seeing it in play, but I promise you that when you look for them you will find that it an extraordinary ability. It will also be taking our bonus action every turn, so that heavily impacts what feats we are interested in.
Best Feats for Wildfire Druid 5e
War Caster (Lv 4): Just like all Druids (and pretty much all full casters for that matter) we are heavily dependent on concentration spells, and our class provides no inherent ways to protect that concentration. War Caster is the best fix for this in the early game, as the DC of all your checks will probably be 10 until you start getting into very high CR enemies. Advantage plus a decent constitution score (14-16) will mean we are very unlikely to fail those checks.
Fey Touched (Lv 8): Our bonus action will be consistently taken up by commanding our spirit, and our spirit can provide pretty much all of the short range teleportation we need, except in circumstances where our spirit is too far away to reach us and teleport out of danger, so Misty Step isn’t that big of a draw for us. It’s surprising then that I believe Silvery Barbs is still good enough to justify taking this feat if you are refusing to multiclass into a class that gets it, however I don’t recommend this as highly as I do for other Druids.
Alert (Lv 8): This would be my personal pick at level 8, and the reasoning is a bit complex. In terms of initiative order, there is an ideal set up that we as a party should aim for. We need to have our turn take place in between the rest of our party and our enemies turn. Obviously with more enemies this is impossible to guarantee, but Alert makes our odds better. If the order is set up as us, our party, then the enemies, and an enemy grapples our weak Rogue friend and is about to dog pile him, we can teleport him out on our turn and he has a chance to move and act before the enemy’s turn comes back around. That is a long winded way to say that Alert helps us help our allies more consistently, keeping them away from enemies and out of bad effects.
Metamagic Adept (Lv 12): We do have a payoff for dealing fire damage, but we do not get the good fire damage spells. What’s a Druid with no access to Fireball to do? Turn our Druid spells into fire spells! I’ll be honest, there aren’t a ton of great transmute spell options on the Druid list, but there are a few, namely Cone of Cold. Other metamagic options are nice too like Empowered Spell for even more blasty goodness or even Subtle Spell for roleplay scenarios.
Resilient Constitution (Lv 12): The last piece of the puzzle in protecting our concentration. Hopefully through the help of your spirit you’ve managed to say out of reach of most enemies, but there are always a few that slip through the cracks. With this and War Caster, it becomes incredibly difficult to break our concentration, making our spells both more reliable and longer-lasting.
Thank you for visiting!
If you’d like to support this ongoing project, you can do so by buying my books, getting some sweet C&C merch, or joining my Patreon.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.