Base Class: Cleric
Fire is a primal force, and the gods who claim fire as a part of their portfolio are often similarly primal. Fire is a cornerstone of civilization, and yet at the same time it is never truly tamed; its presence invokes wariness of danger, and it remains strongly associated with unpredictability, destruction, and catastrophe. Clerics who have been granted the blessings of the Fire domain are often similarly regarded: though on the outside they might appear calm and in control, inside them roils a dangerous power that, when stoked and unleashed, can do as much to unmake civilization as to prop it up. Even at their calmest, clerics with this domain give the impression that smoldering embers lie just out of sight, waiting on the right trigger to fan the flames waiting at their fingertips.
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Blazing Shield
At 1st level, you can summon flames to shield yourself from attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to engulf yourself in flames, imposing disadvantage on the attack roll. Additionally, the attacking creature takes fire damage equal to your Wisdom modifier (minimum of 1).
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.
Firebrand Acolyte
Also at 1st level, you learn the Fire Bolt cantrip. Wisdom is your spellcasting ability for this spell.
Channel Divinity: Divine Conflagration
Starting at 2nd level, you can use your Channel Divinity to unleash a torrent of divine flames upon your foes. As an action, you unleash a wave of holy fire in a 15-foot cone originating from you. Each creature in that cone must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to 2d6 + your cleric level and is set ablaze for 1 minute, taking an additional 1d6 fire damage at the start of each of its turns until it uses its action to extinguish the flames or until it is doused with water or magic. On a successful save, a creature takes half damage and isn't set ablaze.
Flame's Embrace
At 6th Level, you've learned to use the inferno to create a protective barrier. As an action, you present your holy symbol, and a sphere of fiery light emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with bright light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) starts its turn in the sphere, you can grant that creature these benefits:
- Protective flames wreathe the creature, granting it resistance to fire damage until the start of it's next turn
- Their weapons are set ablaze until the start of the creatures next turn, these weapons deal an additional 1d6 fire damage
Once you use this feature you can't use it again until you finish a long rest
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eternal Fire
Starting at 17th level, the power of the inferno can save you from death while punishing those who harm you. You gain immunity to fire, Additionally, if you drop to 0 hit points or killed outright, you are immediately reduced to ash. At the start of your next turn, you are resurrected in an explosion of fire in the last space you occupied, or, if that space is occupied, the nearest unoccupied space.
You return with a number of hit points equal to half of your hit point maximum, and each hostile creature within 30 feet of you must make a Constitution saving throw. On a failure, a creature takes fire damage equal to 2d10 + your cleric level and is blinded until the end of its next turn. On a success, it takes half as much damage and isn't blinded.
Once you use this feature you can't use it again until you finish a long rest
Previous Versions
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