Wild Shape (2 uses, regains on short and long rest):
Transform into a beast you've seen before, for up to an hour.
Limits at Level 3:
Max CR (Challenge rating) : 1/4 (Like a Wolf, Panther or Boar).
No swimming or flying speeds.
Spellcasting:
Spell Slots: 4 (1st level), 2 (2nd level).
Prepared Spells: Choose 6 daily from the druid spell list, next to your always prepared wildfire spells. And you may change the wizard cantrip you've gotten with another cantrip of your choice from the wizard cantrip list.
Summon Wildfire Spirit:
Use your Wild Shape to summon Emberfang.
Action to Summon: Spirit appears within 30 ft.
Effects on Summoning: All creatures within 10 ft. of the spirit make a Dexterity save or take 2d6 fire damage.
Commands: As a bonus action, command the spirit to move, attack, or teleport.
Wildfire Spirit Abilities:
Attack: Ranged Spell Attack (Fire Seed) +5 to hit, 1d6+2 (PB) fire damage, 60 feet range.
Teleportation: Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2(PB) fire damage.
https://www.docdroid.net/qr1kAYv/wild-shape-reference-pdf
Situation | Beast to Choose | Why? |
|---|---|---|
Combat | Wolf | Pack Tactics (advantage with allies), 2d4+2 bite damage. |
Stealth | Panther | High Stealth (+6), quiet movement. |
Scouting | Cat/Spider | Small, inconspicuous, great for scouting area's and listening in for conversations. |
Carrying Things | Mule | Large carrying capacity. |
Exploration | Riding Horse | Fast travel (60 ft. speed). |
Note: Remember that Druids can’t take forms with a swim speed until level 4, and can’t take forms with a fly speed until level 8.
You always have Circle Spells prepared:
1st level: Burning Hands, Cure Wounds.
2nd level: Flaming Sphere, Scorching Ray.
Some suggested additional spells to prepare could be:
1st level: Entangle, Faerie Fire, Cure Wounds.
2nd level: Spike Growth, Moonbeam.
Preparation (before combat):
Decide if you’ll Wild Shape or summon your Wildfire Spirit early.
In Combat:
Use Summon Wildfire Spirit for damage or teleportation.
Cast spells like Flaming Sphere for area control or Healing Spirit for party healing.
If needed, Wild Shape into a beast to fight or scout.
Out of Combat:
Wild Shape for exploration or utility (e.g., Cat for sneaking).
Use spells like Cure Wounds to heal.
Wildfire Spirit Positioning: Keep it near allies for teleport or in the middle of enemies for fire damage.
Resource Management: Balance using Wild Shape for beasts or your Wildfire Spirit, while weaving in spells. Make sure to not burn your spells, specially during a fight early in the morning, because another fight may occur that day, causing you to only be able to use cantrips during the second fight.