So...you prepare literally two spells...and can then use literally all of your spell slots to either heal or harm.
How is that different? Druids always have preparation access to every spell on their spell list, remember. So as long as you have at least 12 Wisdom, you can prepare two spells and thus use every single slot to either deal damage or heal. I don't see how that is in any way different from the wildfire spirit. Particularly since the heal-or-harm effects don't actually come online until later on. (And until 10th level, their only effect is +1d8 damage or healing. Such a terrible unbalanced benefit!!!)
Well, for one thing you don't have unlimited prepared spells?
But that is neither here nor there. The point is it would be like the Paladin's Lay on Hands being about to heal or harm, player's choice,
every time it is used. It would be better if when the wildfire spirit (when created) was either "aggressive" (harming) or "passive" (healing) in what it could do. Having it be "whichever, whenever" is too powerful IMO.
True, it isn't until later, but so what? Options are power, at any level.
I mean that isn't really better? You'd still be blanderizing it down to "elemental caster," which is just what the druid already is by default. Much better to make actually distinct elemental subclasses, no? That way they can actually have different features, rather than being palette swaps.
No, it isn't better, it just gives more options and thus more flavor to the subclass.
And no, for the love of Pete, do NOT make even
more subclasses...
