Cleric
Base Class: Cleric

The Domain of The Lightless Flame is a solemn vow that only a select few undertake, for one to embrace it they must first succumb to the pain and despair of the heat before finally accepting that the end is just another chance to begin again through the flames. Gaining power from the Desolation, these clerics are not concerned with preserving what already stands, but instead seek to sow discord and spread the surging tide of the Flame. Upon their resurrection, clerics under this domain sprout magnificent wings of golden flame. This domain does not emphasis the protection of others like the oath of devotion or ancients; only the truest of these ashen knights are willing to stand by as innocents suffer and the most zealous of them seek to destroy what already exists. These clerics are often found aiding rebellions against governments, destroying city states and strongholds or finding a way to cleanse the lands of whatever curse or corruption chokes the life from it. Very rarely are clerics blessed by the heat of The Lightless Flame. 

Lightless Flame Domain Spells

CLERIC LEVEL SPELLS

1st

burning hands, faerie fire

3rd

scorching ray, misty step

5th

daylight, fireball

7th

fire shield, wall of fire

9th

flame strike, immolation

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Warding Flame

Also at 1st level, you can interpose divine heated radiance between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a burning heat to flare before the attacker before it hits or misses. 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Raging Devastation

Starting at 2nd level, you can use your Channel Divinity to wield the power of the Flame with unchecked ferocity.

When you roll radiant or fire damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. When using this, you ignore any resistance the creature may have. 

Ravening Burn

Starting at 6th level, your soul has become more in tune with the Ravening Burn, granting you:

  • Resistance to fire damage and you don't suffer the effects of extreme heat or extreme cold.
  • Fire and radiant damage you deal with your spells or Channel Divinity ignores resistance.

 

Light Walker

Starting at 7th level, you can use the pathways in-between the light and the void to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Avatar of Devastation

At 17th level, your ties to the Desolation become more powerful than ever and you can assume your position as their Avatar, granting you:

  • You gain immunity to fire damage.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • As an action, you can summon flaming golden wings that give 60ft flying speed

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