Cleric
Base Class: Cleric

Whether it be worship of a sun god or a demon or devil of the lower circles, clerics of the Flame Domain wield the forces of fire and the sun to represent their diety's power on the material plane. 

Gods, demons, and devils have influence in this domain from those of Lawful Good alignment to those of Evil: Ra, Apollo, Dol Arrah, Asmoday, or Frey. These clerics can also represent minor demigods or other creatures of the Elemental Plane of Fire.

FIRE DOMAIN SPELLS

Cleric Level               Spells

1st        Burning Hands, Faerie Fire

3rd       Flaming Sphere, Scorching Ray

5th       Daylight, Fireball

7th       Fire Shield, Wall of Fire      

9th       Flame Strike, Sunbeam   

 

Flame Domain Spells

You gain the following spells at the following levels that do not count against your known cleric spells. 

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons. 

Bonus Cantrips

Starting at 1st level, you gain the Fire Bolt and Produce Flame cantrips. These cantrips don't count against the number of cleric cantrips you know. 

Warding Flame

Starting at 1st level, any creature making a melee attack on you suffers 1d4 fire damage on a successful strike. 

Channel Divinity: Avatar of Flame

Starting at 2nd level, you can use your Channel Divinity to unleash a hail of fire on your foes. 

As an action, your body bursts into flame as you spin in place throwing flames in a 30 foot radius. Any creature in that space is dealt 3d6 + your cleric level fire damage unless they make a DEX saving throw in which case the damage is halved. Creatures with total cover from you are not affected. 

Flaming Weapons

Starting at 6th level, any weapon you wield is bathed in magical flame and deals an additional 2d6 + WIS modifier fire damage on a successful strike. Your weapons are also considered magical for purposes of overcoming resistance to non-magical weapons. 

When you reach 14th level, this damage doubles to 4d6 + WIS modifier fire damage on a successful strike.

Fire Resistance

Starting at 6fh level, you have resistance to natural and magical fire damage. 

Fire Warrior

Starting at 8th level, you gain an extra attack each round and you add your WIS modifier in fire damage to any successful strike. 

Superior Flame

Your deity's granted fire magic is able to overcome fire resistance. Even creatures with fire Immunity suffer 1/4 damage on a failed saving throw and no damage on a successful one. 

Fire Immunity

Starting at 17th level, you are immune to the effects of natural and magical fire. 

Fire God's Aspect

Starting at 17th level, once per day, you can invoke the power of your deity to assume an aspect of fire resembling that god. You remain in this aspect for up to 1 minute and can terminate the effect before then as desired.

You discharge a wave of fire in a 120 foot radius that doesn't affect your allies or neutral parties. Enemy creatures, however, suffer 10d10 fire damage. They may attempt a Dexterity saving throw vs your spell save DC. On a successful roll they take half damage. 

Enemies also need to make a Wisdom saving throw vs your spell save DC or be frightened by your awful, godlike aspect. If they make their saving throw, there is no additional effect. If they fail it, they either fall to the ground cowering in fear or run as fast as they can to get out of your presence. They may reroll their saving throws at the end of each subsequent round in an attempt to regain their composure. 

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