The Noble Fire Blaster – Druid/Warlock Multiclass Build Guide
Before anything else, thank you very much for Tabletop Builds for creating the original version of this build for 5e. Be sure to check them out.
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For all D&D guides on Nat1gaming, they only use the main sourcebooks (2024 Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow. Furthermore, be sure that you’re using the most current edition of the rules, especially as some 2024 Player’s Handbook rules are updates on Tasha’s or Xanathar’s rulings.
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Why The Noble Fire Blaster?
If you’re looking for a powerful spellcaster that specializes in obliterating enemies with cantrips, you would generally look at the Sorlock to get that job done. While the Sorlock is still an excellent choice, this is a build that accomplishes a very similar strategy while getting a substantially different spell list! The Noble Fire Blaster is a much more synergy focused build with fire damage compounding on itself, and when you don’t need that, you still get the full weight of the Druid spell list backing you up,
If you want a class that can either deal large amounts of damage, support their team, and/or consistently lay down CC, this is a great choice for you!
Druid/Warlock Spell List and Spell Tier List
As Druid can change their spell choices with a long rest, don’t be afraid to liberally change around spells and experiment. The spell choices given in the guide are simply suggestions and do not have to be perfectly adhered to.
Quick Level Up Guide
Level | Class Features/Feats | Notes |
1 – 1 Druid | Druidic, Spellcasting, Primal Order (Warden) | + Guidance + Starry Wisp + Detect Magic + Entangle + Goodberry + Healing Word |
2 – 1 Druid 1 Warlock | Eldritch Invocations, Pact Magic, Eldritch Mind | + Eldritch Blast + Prestidigitation + Hex + Unseen Servant |
3 – 1 Druid 2 Warlock | Magical Cunning Agonizing Blast Repelling Blast | + Comprehend Languages |
4 – 2 Druid 2 Warlock | Wild Shape, Wild Companion | – Starry Wisp + Shape Water + Absorb Elements |
5 – 3 Druid (Wildfire) 2 Warlock | Circle of Wildfire, Summon Wildfire Spirit | + Burning Hands (Wildfire) + Cure Wounds (Wildfire) + Flaming Sphere (Wildfire) + Scorching Ray (Wildfire) + Spike Growth |
6 – 4 Druid 2 Warlock | Feat: Charisma to 18 Wild Shape improvement | + Thorn Whip + Pass Without Trace |
7 – 5 Druid 2 Warlock | Wild Resurgence | + Conjure Animals + Plant Growth (Wildfire) + Revivify (Wildfire) + Sleet Storm |
8 – 6 Druid 2 Warlock | Enhanced Bond | + Dispel Magic |
9 – 6 Druid 3 Warlock (Genie) | Pact of the Genie (Efreeti) Genie’s Vessel (Bottled Respite/Genie’s Wrath) Expanded Spell List | + Burning Hands (Genie) + Detect Evil and Good (Genie) + Phantasmal Force (Genie) + Scorching Ray (Genie) + Suggestion |
10 – 6 Druid 4 Warlock | Feat: Charisma to 20 | + Mage Hand + Invisibility |
11 – 7 Druid 4 Warlock | Elemental Fury | + Aura of Life (Wildfire) + Conjure Minor Elementals + Fire Shield (Wildfire) |
12 – 8 Druid 4 Warlock | Feat: Wisdom to 16 | + Polymorph |
13 – 9 Druid 4 Warlock | – | + Flame Strike (Wildfire) + Mass Cure Wounds (Wildfire) + Transmute Rock + Wall of Stone |
14 – 10 Druid 4 Warlock | Cauterizing Flames | + Mold Earth + Greater Restoration |
15 – 11 Druid 4 Warlock | – | – Goodberry + Heal + Transport via Plants |
16 – 12 Druid 4 Warlock | Feat: Wisdom to 18 | – |
17 – 13 Druid 4 Warlock | – | + Plane Shift |
18 – 14 Druid 4 Warlock | Blazing Revival | – |
19 – 15 Druid 4 Warlock | Improved Elemental Fury | + Animal Shapes |
20 – 16 Druid 4 Warlock | Epic Boon: Boon of Fate | – |
Questions About Multiclassing?
Not every inherent interaction here is going to be mentioned in the guide, so check out the multiclassing guide to help answer any additional questions you may have!
What’s The Game Plan Of The Noble Fire Blaster?
The Noble Fire Blaster is excellent as it has a lot of versatility, but it can be played in a very straightforward way to great effect. Turn one in combat, you’re generally going to be summoning your Wildfire Spirit or laying down CC for your enemy. From there, you are either doing the other thing you didn’t get to do turn one, or immediately looking to bring the pain with Eldritch Blast. Once you get Conjure Minor Elementals, you’ll likely be looking to upcast that as much as you can and bombarding enemies with Eldritch Blast or Scorching Ray to try and take them out as quickly as possible.
Beyond this plan, you still have your entire spell list to help you out when these plans aren’t simply your best making this a super well rounded build.
Important Notes For The Build
- A really common game plan for this build is to lay down an area of hazardous terrain (like a Sleet Storm), then constantly pushing enemies back into it with your Eldritch Blast. No need to over-complicate things!
- Once you get Conjure Minor Elementals, functionally all of your higher level spell slots are going to be devoted to casting it in conjunction with your Eldritch Blast. It’s just a bit too effective not to do it, especially when you can start upcasting it!
Level One Build
Species: Human
Attributes:
POINT BUY | |
STRENGTH | 9 |
DEXTERITY | 13 (+1 background) = 14 |
CONSTITUTION | 14 |
INTELLIGENCE | 8 |
WISDOM | 14 |
CHARISMA | 14 (+2 background) = 16 |
Class: Druid
Class Features: Druidic, Spellcasting, Primal Order (Warden)
Skill Proficiencies: Insight, Perception, and Survival (Variant Human)
Background: Entertainer (Musician)
Human Feat: Alert
Starting Equipment: Leather Armor, Shield, Sickle, Druidic Focus, Explorer’s Pack, Herbalism Kit, and 9 gp + 50gp from background
Starting Spells:
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Starry Wisp |
1st Level Spell | Detect Magic |
1st Level Spell | Entangle |
1st Level Spell | Goodberry |
1st Level Spell | Healing Word |
Species: Human
Getting an additional skill proficiency, free Heroic Inspiration, and an additional Origin feat is really good on functionally any build.
Human Feat: Alert
Getting to go first is a huge advantage in general, but it’s doubly important on any spellcaster who may be able to stop enemies from effectively using their action on their turn with a spell.
Attributes
POINT BUY | |
STRENGTH | 9 |
DEXTERITY | 13 (+1 background) = 14 |
CONSTITUTION | 14 |
INTELLIGENCE | 8 |
WISDOM | 14 |
CHARISMA | 14 (+2 background) = 16 |
This build is definitely a bit MAD, but it’s still able to function reasonably well with the only issue being you can’t afford to take feats on this build as every relevant ability score is even. While this build is mainly Druid, you want a high Charisma score for the strongest Eldritch Blast possible. It seems counterintuitive, but your major game plan is casting a concentration spell then staying back and blasting enemies so being good at the blasting part is pretty important.
Proficiencies: Insight, Perception, and Survival (Variant Human)
Great proficiencies all around.
Background: Criminal
The best background for Monks as it gives you good stat distributions, the best feat for Monks in Alert, and solid skill proficiencies with Sleight of Hand and Stealth.
Starting Equipment – Leather Armor, Shield, Sickle, Druidic Focus, Explorer’s Pack, Herbalism Kit, and 9 gp + 50gp from background
Standard starting for a Druid, but you should pick up Medium Armor asap.
Class – Druid
Starting out, Druids get three abilities – Druidic, Spellcasting, and Primal Warden.
Druidic is a language known only among druids, and if you want to covertly talk or leave messages to other Druids, this is how you’d do it.
Spellcasting is pretty much the same as the other full casters and will be expounded on in other sections.
Finally, you get a new feature with Primal Order. You have the choice between Magician which is exceedingly mediocre or Warden which gives you medium armor and martial weapon proficiency. I would personally always take Warden as medium armor proficiency is way too tempting to not pick up.
Starting Spells
SPELL LEVEL | SPELL NAME |
Cantrip | Guidance |
Cantrip | Starry Wisp |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Entangle |
1st Level Spell | Goodberry |
1st Level Spell | Healing Word |
This is an extremely standard spell list for a Druid and functionally the one I will always use for level one. Although I would normally take Faerie Fire over Goodberry (and then take Goodberry level 2), since you’ll be grabbing two Warlock levels, you want to have Goodberry now as I want that early.
The Build Level 2 Onward
Level 2-5
Level 2
Class: 1 Druid 1 Warlock
Class Features: Eldritch Invocations, Pact Magic, Eldritch Mind
Spell Change Log: + Eldritch Blast + Prestidigitation + Hex + Unseen Servant
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Starry Wisp |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Picking Warlock gives you two abilities from the get go: Pact Magic and Eldritch invocations.
Pact Magic is the Warlock way of casting spells which differs greatly from how every other class does it. While all casters have a prepared spell list they can draw from, Warlocks lack spell slots and instead can only cast a few spells per short or long rest at their highest possible strength for your level. To that end, choosing spells that are both high impact and ideally can be upcast in order to get their full usefulness, especially as this isn’t going to be our main class.
The second feature you get immediately is Eldritch Invocations, special powers you get as you go up in Warlock levels. There are definitely strong options at this point, but I really like grabbing Eldritch Mind right now. Getting advantage on Concentration checks is going to be good throughout the entire campaign so there’s no harm in grabbing it now!
For Warlocks, this is going to pretty much always be the starting spell list I would recommend.
For damage, you have to use Eldritch Blast. This is going to be your primary offensive spell not just now, but for your entire campaign as it gets better as you level up.
For your secondary cantrip choice, you can take any utility cantrip you like, I just believe that Prestidigitation is a bit better than the rest as its versatility is truly unmatched. If you prefer Mage Hand or Minor Illusion, then feel free to take those instead!
For spells, you can simply take the best first level spells available to Warlocks with Hex and Unseen Servant.
Hex is an offensive spell that lets you deal extra damage to the cursed target, and when that target goes down, you can move it onto someone else! This is really good to use in pretty much any fight that may be difficult as that damage can easily add up round after round.
Unseen Servant is a really nice utility ritual that gives you a functionally juiced up Mage Hand that can have a lot of value (especially if you’re using them to throw Magic Stones which you’re welcome to do, but it’s not a stratgey I like employing personally).
As a quick aside, now that you have Eldritch Blast, you can swap out Starry Wisp for a different cantrip. I like taking the best utility cantrips at this point, and I believe that’s Shape Water at this point.
Level 3
Class: 1 Druid 2 Warlock
Class Features: Magical Cunning, Agonizing Blast, Repelling Blast
Spell Change Log: + Comprehend Languages
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Starry Wisp |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Level two in Warlock brings you Magical Cunning, two new Eldritch Invocations, and a litany of spells to work with.
Your first new ability is Magical Cunning, where once per day, you can conduct a short ritual to regain half you spell slots. This would normally be excellent, but with so few spell slots, this obviously won’t end up doing too much, but free spell slots are still free spell slots.
Your first Eldritch Invocation is arguably the most important one – Agonizing Blast. Adding your Charisma modifier to your cantrip damage is really important to have Eldritch Blast be effective, especially since you’ll be using it exclusively when you run out of spell slots in a fight.
For your second Eldritch Invocation, you get one that helps your build – Repelling Blast. Repelling Blast lets you push enemies away when you hit them with your Eldritch Blast, something you’re going to be using a lot in general.
For your spell choice, I like grabbing Comprehend Languages. This is a useful ritual to have in the right scenarios, especially if nobody else picked this up.
Level 4
Class: 2 Druid 2 Warlock
Class Feature: Wild Shape, Wild Companion
Spell Change Log: – Starry Wisp / + Shape Water + Absorb Elements
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
For your base Druid abilities, you get access to your Wild Shape, and like every Druid except for Moon Druids, you can turn into anything max CR 1/4 that can’t swim or fly. You’re really only going to use this for utility as you should be a more dangerous threat in human form, but you can use it in combat in a real pinch.
The final ability that you get at this level is Wild Companion. You can use Wild Shape to cast Find Familiar, and while it’s not permanent like a Wizard’s would be, getting it for a bit is still pretty good!
For your spell choice, I like picking up Absorb Elements. While it isn’t going to be super impactful in early levels, being able to block large chunks of elemental damage in higher levels is going to become more and more relevant.
Level 5
Class: 3 Druid (Wildfire) 2 Warlock
Class Feature: Circle of Wildfire, Summon Wildfire Spirit
Spell Change Log: + Burning Hands (Wildfire) + Cure Wounds (Wildfire) + Flaming Sphere (Wildfire) + Scorching Ray (Wildfire) + Spike Growth
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
This level brings your subclass, a subclass ability, and a bunch of new spells!
For your Circle ability, you get Summon Wildfire Spirit! Rather than Wild Shape, you can use a charge to create this little fiery friend who can pepper enemies with flames at a distance and even teleport you or allies around which is super neat! This is a solid summon that scales decently making it a solid first ability!
You get your next ability with Circle of Wildfire Spells, and you get a bunch to start out with Burning Hands, Cure Wounds, Flaming Sphere, and Scorching Ray.
The first level options, Burning Hands and Cure Wounds, are pretty bad and not spells I’m going to be using often if at all. Flaming Sphere and Scorching Ray, on the other hand, are solid spells.
Flaming Sphere is a decent damage spell if you know you’re going to be in a prolonged fight as you can keep smashing the sphere into enemies. If you know you’re in for the long haul, this is going to be pretty solid.
Scorching Ray is a decent blast spell that sends a few rays at enemies, and while you probably aren’t using this much early, this synergizes incredibly well with Conjure Minor Elementals. Since Conjure Minor Elementals deals additional damage for each attack roll, so Scorching Ray gets the additional damage per beam. This is an awesome synergy you’ll be utilizing often.
Finally, you get one of the strongest Druid spells in general, not just in the second level slot – Spike Growth. This spell is truly messed up for many reasons. First off, the range on this is absolutely massive with the AOE also being quite solid. Second, enemies take 2d4 damage for every 5 feet that it travels, and considering this is difficult terrain, that can add up. Lastly (as mentioned previously), this is 5 feet traveled, not moved. If you or your allies have a way to force movement, you can stack up an unholy amount of damage extremely quickly. Even if you have literally zero other ways to make this good, it’s still such a good spell that it doesn’t matter.
Level 6-10
Level 6
Class: 4 Druid 2 Warlock
Feat: Charisma to 18
Class Features: Wild Shape improvement
Spell Change Log: + Thorn Whip + Pass Without Trace
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Hitting level four means a feat, better Wild Shape, a cantrip, and more spells.
For your first feat, as I mentioned, you need to take just ability score improvements as all your scores are even so you’re going to be pushing your Charisma to 18.
You get an improvement to Wild Shape – up to CR 1/2 and you can swim now. Not the highest impact upgrade, but it can be nice for some adventures/campaigns!
For your cantrip choice, I like picking up Thorn Whip early for this build. This can synergize well with Spike Growth to drag enemies along it which would make this the highest DPR cantrip available to you. There is risk involved as dragging enemies closer isn’t ideal, but this will shred lower health enemies.
Furthermore, you get a new spell to work with this level!
You get the best stealth spell in the game – Pass Without Trace. Pass Without Trace grants your squad a natural PLUS TEN on all stealth checks. That is absolutely egregious and can make even the most heavy-footed companions reasonably stealthy. An absolute essential for any Druid.
Level 7
Class: 5 Druid 2 Warlock
Class Feature: Wild Resurgence
Spell Change Log: + Conjure Animals + Plant Growth (Wildfire) + Revivify (Wildfire) + Sleet Storm
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Now you get access to third level spells and Wild Resurgence!
Wild Resurgence lets you, on each of your turns, to convert a spell slot into a Wild Shape charge if you have none. Conversely, once per day, you can exchange a Wild Shape charge for a first level slot if you like. This isn’t something you’re going to use often, but if you want to resummon your Wildfire Spirit, this may be a necessary evil.
For your Circle spells, you get to pick up Plant Growth and Revivify.
While not the easiest to cast as you need enough plants to use this, Plant Growth is a really strong CC spell. With a massive AOE that creates double difficult terrain, you can even make pockets in the spell area in order to not snag your friends up in it. This is an excellent spell for the situations you are fighting outside.
Revivify is a staple spell for every party as you never know when an ally might accidentally croak. The more Revivify users you can get, the better.
For your spell choices, you get the excellent Conjure Animals and Sleet Storm.
Conjure Animals is a very solid spell that moves around the battlefield absolutely demolishing anything that comes across it. This is nice as you don’t have to even get close to enemies to put the hurt on them!
Sleet Storm is an excellent AOE spell that makes a lot of difficult terrain, blinds enemies, can knock enemies prone, and can really stifle spellcasters. This is really brutal against pretty much any enemy that doesn’t have an excellent ranged attack option.
Level 8
Class: 6 Druid 2 Warlock
Class Features: Enhanced Bond
Spell Change Log: + Dispel Magic
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Level 6 brings a new Class Feature with Enhanced Bond. Getting a buff to both healing and fire spells is definitely nice (more on this next level), and being able to use your Spirits positioning can make for interesting battlefield choices as well. Excellent ability all around.
For your spell choice you can pick up Dispel Magic! Dispel Magic is no Counterspell, but it is the next best thing! Being able to stop an existing magical effect is a staple for every party and you really can’t have too many of them.
Level 9
Class: 6 Druid 3 Warlock (Genie [Efreeti])
Class Feature: Pact of the Genie (Efreeti), Genie’s Vessel (Bottled Respite/Genie’s Wrath), Expanded Spell List
Spell Change Log: + Detect Evil and Good (Genie) + Burning Hands (Genie) + Phantasmal Force (Genie) + Scorching Ray (Genie) + Suggestion
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
This level brings a lot to the table including your subclass, a new subclass feature, an expanded spell list, and second level spells.
Your first ability is Genie’s Vessel which is split into good abilities: Bottled Respite and Genie’s Wrath.
Bottled Respite allows you to hang out in your Genie’s Vessel if you need, which doesn’t have the most implicit uses except for hiding in an area as you can still hear the area around the vessel.
Genie’s Wrath gives you a bit of a damage bonus when you do something with an attack roll, and since you picked Efreeti, it’s fire. Since it’s fire, your Enhanced Bond from Wildfire Druid comes into play! Now your Eldritch Blast can deal 1d10 base damage, +4 from Charisma, + 1d8 from Enhanced Bond, and + 4 from Genie’s Wrath making one of your beams hit for an average of 17 per turn. While that doesn’t sound like much, that is resource free damage you’re getting that can also push enemies back.
For your expanded spell list, you get four spells immediately with Detect Evil and Good, Burning Hands, Phantasmal Force, and Scorching Ray. As this wasn’t one of the classes mentioned in the 2024 handbook, technically these spells wouldn’t be automatically prepared, but since the intent of Warlock subclasses is to have all these spells prepared, this guide is going to assume your DM is ruling it that way. That said, you do get a lot of good prepared spells, just not right now!
Detect Evil and Good does as advertised which isn’t super interesting, but if you really need it, you have it.
Burning Hands, like mentioned before, is not an exciting spell.
Phantasmal Force is a decent single target CC spell that can lock down an enemy with only one chance to prevent it which can obviously be really powerful.
Finally, you get Scorching Ray, which as mentioned before, is going to work extremely well with Conjure Minor Elementals to dole out large sums of damage in one turn.
Level 10
Class: 6 Druid 4 Warlock
Feat: Charisma to 20
Class Features: None
Spell Change Log: + Mage Hand + Invisibility
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
Level four brings a cantrip, spell, and a feat!
For your feat, it’s very boring, but 20 Charisma makes your Eldritch Blast as strong as possible so that’s the direction I’d take.
Your cantrip choice really comes down to Mage Hand or Minor Illusion at this point, so you can pick the one you prefer. I like Mage Hand the tiniest bit more, but it’s completely personal preference.
For your spell choice, you can pick up Invisibility! Invisibility is king for infiltrations, escapes, surprises, and upcasts really well making it an extremely strong choice for any Warlock. Unlike Suggestion, this is going to be on your spell list for the long haul.
Level 11-15
Level 11
Class: 7 Druid 4 Warlock
Class Feature: Elemental Fury
Spell Change Log: + Aura of Life (Wildfire) + Conjure Minor Elementals + Fire Shield (Wildfire)
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
This level brings a new Druid feature and a new spells!
Your Druid feature is Elemental Fury which lets you choose between adding your WIS modifier to cantrips or you get 1d8 elemental damage to a melee attack once per turn. Unfortunately for this build, neither works as you are using a Warlock cantrip for your damage so this is a useless feature.
You also get Circle spells this level with Aura of Life and Fire Shield.
Aura of Life is a unique buff spell that grants resistance to necrotic damage and heals allies for 1 health on their turns. Realistically, I would only use this if you have multiple allies down or multiple allies at really low health as this will bring them back on their feet on their turn. This isn’t something you need often, if ever, but it can be useful in the right situation.
Fire Shield is similarly niche in application as it can give you fire or cold resistance as needed. If you are facing that many enemies who use elemental powers, then this can be helpful, but Absorb Elements is generally going to be better in the average encounter.
For your spell choice, you get to pick up Conjure Minor Elementals. Not to beat a dead horse, but being able to have supercharged Scorching Rays and Eldritch Blasts is really good and where your higher level spell slots are mostly going to.
Level 12
Class: 8 Druid 4 Warlock
Feat: Wisdom to 16
Class Feature: None
Spell Change Log: + Polymorph
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Druid | 4th Level Spell | Polymorph |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
Twelve level brings another feat, and I would recommend simply pushing your Wisdom to 16 now. While Charisma was the “important” ability, having your other spells be harder to resist is also powerful.
For your spell, you get the blanket best fourth level spell in the game – Polymorph. Polymorph is so egregiously good as it can take yourself or an ally who’s low on health, low on resources, or for whatever reason not able to fight and turn you back into a threat. While the Beasts don’t scale past level 8, Giant Ape and Tyrannosaurus Rex will remain viable for quite a long time regardless. Furthermore, this can function as CC as well to turn an enemy into something harmless like a Crab for a little bit in case you need that. Excellent spell all around, although as mentioned before, not one you may get to use often because of Conjure Minor Elementals.
Level 13
Class: 9 Druid 4 Warlock
Class Feature: None
Spell Change Log: + Flame Strike (Wildfire) + Mass Cure Wounds (Wildfire) + Transmute Rock + Wall of Stone
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Druid | 4th Level Spell | Polymorph |
Druid | 5th Level Spell | Flame Strike (Wildfire) |
Druid | 5th Level Spell | Mass Cure Wounds (Wildfire) |
Druid | 5th Level Spell | Transmute Rock |
Druid | 5th Level Spell | Wall of Stone |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
Level 9 brings fifth level spells and your last bout of Circle spells.
For your circle spells, you get two rather disappointing ones with Flame Strike and Mass Cure Wounds.
Flame Strike is a pretty mediocre blast spell that has improved from 5e, but not by much.
Mass Cure Wounds, similarly, is not very good as the healing isn’t very high and it’s really only helpful when multiple allies are down simultaneously. You should probably avoid casting this when possible.
For your spell choices, you’re going with Transmute Rock and Wall of Stone.
Transmute Rock has an incredible amount of versatility as you can get get enemies stuck in a -4x speed terrain, trap them in stone, destroy buildings/hallways, and so much more. Extremely versatile with strong uses in and out of combat.
Wall of Stone, as the name implies, creates a large wall that can be good at trapping an individual enemy or bisecting the battlefield. While this is nowhere near as effective as something like wWall of Force, depriving enemies of potentially multiple actions in a fight is still really powerful.
Level 14
Class: 10 Druid 4 Warlock
Class Features: Cauterizing Flames
Spell Change Log: + Mold Earth + Greater Restoration
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Mold Earth |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Goodberry |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Druid | 4th Level Spell | Polymorph |
Druid | 5th Level Spell | Flame Strike (Wildfire) |
Druid | 5th Level Spell | Greater Restoration |
Druid | 5th Level Spell | Mass Cure Wounds (Wildfire) |
Druid | 5th Level Spell | Transmute Rock |
Druid | 5th Level Spell | Wall of Stone |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
For level 10 you get another subclass ability, cantrip, and spell!
You get your penultimate subclass ability with Cauterizing Flame. This ability can be difficult to use as you first have to kill an enemy and then get an ally or enemy into that space, but being able to use your reaction to heal or harm is really good for Druids as reactions are seldom spent. The most common application of this is to heal allies who can reposition themselves easily, and while the healing isn’t massive, it is an alright amount!
For your cantrip choice, I like picking up Mold Earth. While it isn’t an obviously good cantrip, you’d be surprised how effective moving a lot of dirt around can be.
For your spell choice, I like picking up Greater Restoration. While it’s not a spell you’re going to be using often, having the ability to cure yourself or allies of some nasty status afflictions is definitely quite nice.
Level 15
Class: 11 Druid 4 Warlock
Class Feature: None
Spell Change Log: – Goodberry / + Heal + Transport via Plants
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Mold Earth |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Druid | 4th Level Spell | Polymorph |
Druid | 5th Level Spell | Flame Strike (Wildfire) |
Druid | 5th Level Spell | Greater Restoration |
Druid | 5th Level Spell | Mass Cure Wounds (Wildfire) |
Druid | 5th Level Spell | Transmute Rock |
Druid | 5th Level Spell | Wall of Stone |
Druid | 6th Level Spell | Heal |
Druid | 6th Level Spell | Transport via Plants |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
Sixth level spell time and you need to make a little more room to get multiple of them. With that, Goodberry should be nixed at this point as that’s the only non-essential spell still in your rotation. If there ever comes a time you really need it, you can always bring it back.
For spell pickups, you can grab Heal and Transport via Plants.
Heal is excellent as it’s 70 flat points of recovery with some status recoveries on top of it. A little pricey, but worthwhile.
For your second spell, you get the excellent Transport via Plants. While there are limitations here compared to Teleport, this is a full spell level lower and has no failure rate, you just need two big plants you know about. This should be a simple ask and will only stop you from getting where you want to go in very specific biomes or if your DM is being a real stickler.
Level 16-20
Level 16
Class: 12 Druid 4 Warlock
Feat: Wisdom to 18
Class Feature: None
Spell Change Log: None
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Mold Earth |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Druid | 4th Level Spell | Polymorph |
Druid | 5th Level Spell | Flame Strike (Wildfire) |
Druid | 5th Level Spell | Greater Restoration |
Druid | 5th Level Spell | Mass Cure Wounds (Wildfire) |
Druid | 5th Level Spell | Transmute Rock |
Druid | 5th Level Spell | Wall of Stone |
Druid | 6th Level Spell | Heal |
Druid | 6th Level Spell | Transport via Plants |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
You get another feat, and like last time, bumping up your Wisdom is the way I woudl go.
Level 17
Class: 13 Druid 4 Warlock
Class Feature: None
Spell Change Log: + Plane Shift
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Mold Earth |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Druid | 4th Level Spell | Polymorph |
Druid | 5th Level Spell | Flame Strike (Wildfire) |
Druid | 5th Level Spell | Greater Restoration |
Druid | 5th Level Spell | Mass Cure Wounds (Wildfire) |
Druid | 5th Level Spell | Transmute Rock |
Druid | 5th Level Spell | Wall of Stone |
Druid | 6th Level Spell | Heal |
Druid | 6th Level Spell | Transport via Plants |
Druid | 7th Level Spell | Plane Shift |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
You finally get access to seventh level spells, and you can pick up another excellent transportation option – Plane Shift.
While you can’t use it to travel within the same plane, this can be a decent escape tool provided you aren’t in combat and you have the magic fork attuned to the plane you’re trying to go to. What’s nice about this, though, is that if you’re going back to your original plane, this doesn’t have a fail chance like Teleport would. In a real pinch, you can try to banish creatures with this as well making it rather versatile.
Level 18
Class: 14 Druid 4 Warlock
Class Features: Blazing Revival
Spell Change Log: None
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Mold Earth |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Druid | 4th Level Spell | Polymorph |
Druid | 5th Level Spell | Flame Strike (Wildfire) |
Druid | 5th Level Spell | Greater Restoration |
Druid | 5th Level Spell | Mass Cure Wounds (Wildfire) |
Druid | 5th Level Spell | Transmute Rock |
Druid | 5th Level Spell | Wall of Stone |
Druid | 6th Level Spell | Heal |
Druid | 6th Level Spell | Transport via Plants |
Druid | 7th Level Spell | Plane Shift |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
This level brings your final subclass feature – Blazing Revival.
Not only can you not be killed when your Wildfire Spirit is out, instead of just staying at one or something, you regain half of your hit points. That is a really powerful ability that perfectly encapsulates what a capstone ability should be.
Level 19
Class: 15 Druid 4 Warlock
Class Features: Improved Elemental Fury
Spell Change Log: + Animal Shapes
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Mold Earth |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Druid | 4th Level Spell | Polymorph |
Druid | 5th Level Spell | Flame Strike (Wildfire) |
Druid | 5th Level Spell | Greater Restoration |
Druid | 5th Level Spell | Mass Cure Wounds (Wildfire) |
Druid | 5th Level Spell | Transmute Rock |
Druid | 5th Level Spell | Wall of Stone |
Druid | 6th Level Spell | Heal |
Druid | 6th Level Spell | Transport via Plants |
Druid | 7th Level Spell | Plane Shift |
Druid | 8th Level Spell | Animal Shapes |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
You get improvement to your Elemental Fury and access to eighth level spells!
Improved Elemental Fury, once again, doesn’t help if you aren’t using Druid cantrips.
Now you get access to eighth level spells so you can take what’s arguably the best one – Animal Shapes. Rather than dive into it, you should check out the Druid spell tier list to see why I rate this spell so highly, but even without its broken uses, you can still find some solid utility for this.
Level 20
Class: 16 Druid 4 Warlock
Epic Boon: Boon of Fate (CHA)
Class Feature: None
Spell Change Log: None
CLASS | SPELL LEVEL | SPELL NAME |
Druid | Cantrip | Guidance |
Druid | Cantrip | Mold Earth |
Druid | Cantrip | Shape Water |
Druid | Cantrip | Thorn Whip |
Warlock | Cantrip | Eldritch Blast |
Warlock | Cantrip | Mage Hand |
Warlock | Cantrip | Prestidigitation |
Druid | 1st Level Spell | Absorb Elements |
Druid | 1st Level Spell | Burning Hands (Wildfire) |
Druid | 1st Level Spell | Cure Wounds (Wildfire) |
Druid | 1st Level Spell | Detect Magic (R) |
Druid | 1st Level Spell | Entangle |
Druid | 1st Level Spell | Healing Word |
Druid | 2nd Level Spell | Flaming Sphere (Wildfire) |
Druid | 2nd Level Spell | Pass Without Trace |
Druid | 2nd Level Spell | Scorching Ray (Wildfire) |
Druid | 2nd Level Spell | Spike Growth |
Druid | 3rd Level Spell | Conjure Animals |
Druid | 3rd Level Spell | Dispel Magic |
Druid | 3rd Level Spell | Plant Growth (Wildfire) |
Druid | 3rd Level Spell | Revivify (Wildfire) |
Druid | 3rd Level Spell | Sleet Storm |
Druid | 4th Level Spell | Aura of Life (Wildfire) |
Druid | 4th Level Spell | Conjure Minor Elementals |
Druid | 4th Level Spell | Fire Shield (Wildfire) |
Druid | 4th Level Spell | Polymorph |
Druid | 5th Level Spell | Flame Strike (Wildfire) |
Druid | 5th Level Spell | Greater Restoration |
Druid | 5th Level Spell | Mass Cure Wounds (Wildfire) |
Druid | 5th Level Spell | Transmute Rock |
Druid | 5th Level Spell | Wall of Stone |
Druid | 6th Level Spell | Heal |
Druid | 6th Level Spell | Transport via Plants |
Druid | 7th Level Spell | Plane Shift |
Druid | 8th Level Spell | Animal Shapes |
Warlock | 1st Level Spell | Comprehend Languages (R) |
Warlock | 1st Level Spell | Burning Hands (Genie) |
Warlock | 1st Level Spell | Detect Evil and Good (Genie) |
Warlock | 1st Level Spell | Find Familiar (Chain) |
Warlock | 1st Level Spell | Hex |
Warlock | 1st Level Spell | Unseen Servant (R) |
Warlock | 2nd Level Spell | Invisibility |
Warlock | 2nd Level Spell | Phantasmal Force (Genie) |
Warlock | 2nd Level Spell | Scorching Ray (Genie) |
Warlock | 2nd Level Spell | Suggestion |
You now pick up your Epic Boon, and it’s hard to go wrong with Boon of Fate. Being able to potentially turn a failure into a success and vice versa, even if it’s once per short or long rest, can be the difference between surviving an encounter and not.