Base Class: Cleric
The devout followers of the Crimson Flame, known as the Zealos, are passionate and charismatic champions of the Light. For them, faith is not a quiet, contemplative act but a blazing inferno of conviction. They channel the power of their belief through sheer will and unshakable charisma, turning doubt into fervor and inspiring others to rally to their cause.
The Crimson Flame symbolizes unyielding passion, the spark of renewal, and the relentless pursuit of truth. Its followers see themselves as embers of this sacred fire, igniting courage in their allies and burning away the shadows of fear and falsehood. Through their faith, they are able to sway the hearts and minds of those around them, leading with fiery determination and unwavering zeal.
Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Level 3: Crimson Flame Domain
our connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | burning hands, cure wounds |
| 5 | lesser restoration, scorching ray |
| 7 | Aura of Life, beacon of hope wall of fire |
| 9 | Greater Restoration, flame strike, |
Warding Flare
Also at 1st level, you can interpose divine light 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 light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Level 2: Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Level 6: Burning Convinction (6th Level)
When you cast a spell that deals damage, you can change the damage type to fire, and the spell ignites the target. At the start of its next turn, the target takes additional fire damage equal to your Charisma modifier (minimum 1).
Additionally, when you restore hit points to an ally, they gain a bonus to their next attack roll or saving throw equal to your Charisma modifier.
Level 8: Potent Spellcasting
Starting at 8th level, you add your Charisma modifier to the damage you deal with any cleric spell.
Level 17: Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
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