The main damage and control tactic of this build is using Spike Growth in combination with Eldritch Blast(EB) + Repelling(RB) to lock up your opponent and dealing massive damage with the spell Conjure Animals at later levels. Here are a few additional tricks we can use.
Ready Teleport
By readying Fiery Teleportation we can teleport when any condition we find threatening happens. Note: Remember our ready action doesn’t stop the action from happening, so the ready action needs to be preemptive.
The one ready command I found to cover most situations is:
“Teleport when the PC or Wildfire is about to be attacked”
The “about” clause denotes our command as a preemptive measure and not during and you can cover both spells and attack actions using this command. Also, it would also do you well to ask your dm how they feel about ready commands, so you can set your teleports in a manner that best fits your game.
ForceLance: War Caster + Polearm Master(PAM) + EB + RB
With warcaster + PAM + EB + RB for pushback, we can effectively use both our wildfire’s reaction and own by having wildfire teleport us away from danger when needed and using EB to Push opponents back if they continue to press on. Also, it would also do you well to ask your dm how they feel about these interactions and substitute if needed
Multiclass Choices
here’s a list of the suggested multiclass choices. One should ideally take 2 levels of warlock, and one level of something else if they wish.
One Level of Divine Soul Sorcerer
We get Con Saves, shield, and favor of the gods giving us a very much needed out when dealing with saving throws, a great dip to combine with Hexblade or undead.
One Level of Life Cleric
Other than giving us armor Life Cleric enables allows us to add 2 + the spell’s level
to every Goodbery, however, no Constitution proficiency means we might have to be more careful. This multi-class dip is best when paired with Undead Warlock or Hexblade Warlock
One Level of Peace Cleric
Emboldening Bond is simply one of the best effects in the game giving you and your party 2.5+ bonus to attack, ability, and saving throw, however, much like life Cleric, you don’t have Constitution proficiency so if you are in a situation without Bond active be careful of being hit.
Two Levels of Hexblade Warlock
Hexblade grants you, Hexblades curse and Eldritch blast(EB) Here we pick up both agonizing and repelling blasts, Improving our damage. Hexblade cruse also combos nice with DSS’s Spell Magic missile.
Two Levels of Undead Warlock
Form of dread allowing us to add a fear save or suck to our Eldritch Blast(EB) and some temp HP. Extremely useful.
Stat and Feat Progression
Race: Human Variant
8STR, 8INT, 13WIS, 14DEX, 14CON, 16CHA
Feat: Warcaster
Druid Level Progression
After the multiclass chocies, one can start gaining Druid levels. Please take note, even if you pick up the druid class at level 4, your druid level is still 1, thus the progression of the guide below stays the same.
Level 1 WildFire Druid
Finally druid! We pick the amazing spell Entangle allowing us to control the battlefield when we need to.
Level 2 WildFire Druid
We finally get wildfire spirit allowing you to dodge attack via ready teleport or just tack on some much-needed damage.
Level 3 WildFire Druid
We finally get level 2 spells, most notably Past Without Trace and Spike Growth. Using Spike Growth and EB we can constantly drag our opponents around for large amounts of damage with combines nicely with Form of Dread’s fear EB for extra damage.
In addition, we can cast the spell flaming sphere and then wild shape into a giant badger allowing us to constantly attack our opponents using the spell and remain buried underground unable to be hit.
Level 4 WildFire Druid
Here we pick up PAM enabling ForceLance
Level 5 WildFire Druid
We finally get conjure animals allowing us to summon whatever the DM wants for damage. You always want to always choose 8 creatures. if the DM gives you decent monster picks you to have a chance to change the game with this spell. Also, we pick up Plant growth allowing us to slow things down even more.
Level 6 WildFire Druid
Enhanced Bond boosts our Flaming Sphere damage making the default kill a lot more effective. Also, when Wildfire is flying around, we can use Thorn Whip from wildfire’s space to lift our opponent in the air, making them take damage from both thorn whip & falling, and due to the fall, landing prone.
Ending Thoughts and Later Levels
With your Gameplan set around level 9, one and keep grabbing Druid levels, Improving your summons and your damage, and push back with EB.
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