Cleric
Base Class: Cleric

The clerics of the Ragnarok domain are committed to healing the world- by tearing it down and starting anew. They worship the cleansing properties of the flame, and treat it with the same respect another cleric might afford a temple or holy idol. Their final goal is to topple everything on the material plane, so that they can build it again, better than before. For now, however, they seem content to root out evil and corruption in the world as it is… at least until the coming of the true, final Ragnarok.

Ragnarok Domain Spells

1st- Burning Hands, Purify Food and Drink

 

3rd- Lesser Restoration, Scorching Ray

 

5th-Fireball, Melf’s Minute Meteors

 

7th- Fire Shield, Aura of Purity

 

9th- Immolation, Greater Restoration

Bonus Proficiency

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

Disciple of Fire

Also at 1st level, you gain a natural affinity for fire. You learn the control flames cantrip, and all fire damage you inflict gains an extra 1d6 fire damage on top of what is stated.

Channel Divinity: Cleansing Flames

Starting at 2nd level, as an action you may present your holy symbol and invoke the powers of the cleansing fire to purify and consume.

Choose up to two creatures within thirty feet of you, and cleanse them of any one disease or status condition; this can be blinded, deafened, paralyzed or poisoned. Any hostile creature within 5ft. of them must make a Dexterity Saving Throw, or take 1d6 fire damage.

Final Fate of the Gods

Starting at 6th level, as an action, you may select one of the following effects (this can only be used once per short rest);

-Fenrir: A bestial howl erupts from your position, inflicting terror on all who hear it. Select any number of creatures within 30ft. of you; they must make a Wisdom Saving Throw, or become frightened of you until the end of your next turn.

-Jormungandr: You imbue your strikes with the poison of the World Serpent. Any weapon attacks for the next minute deal an extra 1d4 poison damage.

-Naglfar: Choose one creature within 60ft. of you; they must succeed a Constitution Saving Throw. On a failure, their nails grow to extortionate lengths; they take 1d4 piercing damage, and drop anything they are holding. This effect can be ended and reverted with the use of a lesser restoration spell, or automatically ends after three turns. Until the effect ends, walking and burrowing speeds are halved. A creature must have nails for this effect to occur.

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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Ragnarok

Starting at 17th level, as an action, you may summon the essence of Ragnarok, causing fire to erupt from the ground in a wide swathe. Each creature within 40ft. of a point of your choosing must make a Dexterity Saving Throw. On a failed save, a creature takes 20d6 fire damage, or half as much on a success. This effect can only be used once per long rest.

Also starting at 17 level, unless you will it otherwise, your weapon constantly emits light like the sun, casting a circle of bright light for 30ft. in darkness, and dim light for a further 30ft. When this is active, your weapon strikes deal an additional 1d8 fire damage per hit.

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