Circle of Ash (5e Subclass)
From D&D Wiki
Druids in the Circle of Ash live among the rivers of lava at the base of active volcanoes, among the geysers and hot springs in volcanic regions, deep within the earth surrounded by pools of molten magma and within areas freshly cleared by forest fires. They revere the power of fire and magma, the destruction it brings as well as the new life that follows. They gather at the peaks of volcanoes after an eruption, or within the ashen remains of a forest freshly burned. There they commune and speak with the earth to learn of the next great event, before going their separate ways to foster life amid the desolation they have witnessed. The members of this circle connect with an inner fire that changes them as they grow, and many of a circles elders appear less like a creature of flesh but rather like something birthed from fire.
When you choose this circle at 2nd level you gain Fire Bolt as an additional Cantrip.
Your Connection with Fire and ash grants you the power to cast certain spells. At 3rd, 5th. 7th and 9th level you gain access to additional spells connected to the great undying flame. Once you gain access to a circle spell, 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. 3rd- Continual Flame, Aganazzar’s scorcher 5th- Fireball, Heat Metal 7th- Fire Shield, Wall of fire 9th- Immolation
Your connection with Flame begins to change you, its magic seeping into your skin, you take on an ashy appearance, cuts and other wounds smoke as if leaking fire instead of blood. Starting at 2nd level you gain resistance to fire damage and don't suffer the effects of extreme heat.
Starting at 6th level your inner fire is hot enough to burn those that get too close. Your unarmed strikes and any strikes made with a wooden weapon count as magical attacks and deal an additional 1d6 fire damage, this extends to strikes made in wild shape. Your inner fire begins to show in your outward appearance, your eyes and the tips of extremities (assuming you have those) glow with flame. At level 11, the damage increases to 2d6, and to 3d6 at level 17
Body of Ash and Flame
Your connection to the flames has increased to the point that you barely resemble a creature of flesh and blood. Starting at 10th level you are immune to fire damage as well as poison and disease, as well as the effects of extreme cold. You no longer require water or standard food and instead may consume any organic and burnable material such as wood, cloth, bone, etc. In addition your body exudes heat. You gain the ability to cast Heat Metal at will with a range of touch and any time you are restrained or grappled you may use an action to burn at the things holding you in place, burning away any non-magical bindings and dealing 1d10 fire damage to the creature grappling you.
Weakness to water
Starting at 10th level you are weak to water and suffer immensely while submerged and drinking it is akin to drinking poison. While submerged in water you take 2d10 cold damage at the start of each of your turns and have disadvantage on all attack rolls and saving throws, and drinking water deals 1d12 cold damage (amount required for damage is up to the dm, recommended 1d12 for 12oz).
Your inner fire has grown bright enough to sear the air around you. At 14th level you emit an aura of fire that extends five feet in all directions. Enemies that enter the aura or start their turn inside it must make a constitution saving throw vs your spellcasting ability modifier, taking 1d10 + your wisdom modifier fire damage on a fail and half damage on success.
Blessing of the Phoenix
You have learned to coax new life from charred land and ash. Starting at 14th level when you cast any spell that brings back the dead you may do so even if their body was reduced to ash as if by a disintegration spell. In addition when casting plant growth you may choose to cause any burned forests in a mile radius to regrow plant life returning it to its previous state over 1d6 days.