Base Class: Cleric
The Fernus Inquisiton wield fire as their weapons, and cry heresy at any who disagree with their ruthless and selfish beliefs. Some members even use the religion as an excuse to kill those they dislike. All they need to do is call that person a heretic, and they have authority to administrate an execution. The enemies of progress, the Inquisition spread across the land like the wildfire they wield, leaving sadness and destruction in their wake. Their usual targets include pioneers and forward-thinkers, those being most opposed to their religion. They see all other religions and beliefs as untrue, and will gladly burn any priest or cleric who disputes their claims. Their god is a being clad in golden armour, who wields a flaming brazier and a gauntlet of black iron. Gold adorns their vehicles, clothes and places of worship, and red is draped everywhere. These are the colors of fire, and they strike fear into the hearts of nonbelievers.
Disciple of Fire
Whenever you use a spell of 1st level or higher that deals burning damage, you regain HP equal to 2 + the spell’s level. Also starting at 1st level, your evocation spells are more effective. Whenever you use an evocation spell of 1st level or higher to deal damage to a creature, the a friendly target of your choice regains additional hit points equal to 1 + the spell’s level. If the spell deals burning damage, you both gain health equal to the spell’s level.
True Seeing
Due to extensive divine training, a member of the Fernus Inquisiton can cast True Seeing at second level. The spell can only be used once a day, but replenishes after a long rest.
Channel Divinity: Persuade Mob
Starting at 6th level, you can use your Channel Divinity to turn a mob against a target.
As an action, you present your holy symbol and evoke divine energy that can turn a crowd to your side. Choose any creatures within 15 feet of you to attack a target of your choice. They can only attack one target, and cannot lower its HP less than 1. This effect wears out after minutes equal to your class level times 10. If they were hostile to you before you turned them, they will become hostile immediately after the effect wears off. You can’t use this feature on an undead or a construct.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Flame
Starting at 17th level, when you would normally roll one or more dice to deal burning damage with a spell, you instead use the highest number possible for each die. For example, instead of dealing 2d6 burn damage to a creature, you deal 12.
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