Cleric
Base Class: Cleric

The Fire Domain is concerned with not only fire itself, but also the passion and heat that accompany it. Clerics of this domain are often as wild and ruthless as the flame they control. The three most common deities of this domain are Solinari, Kossuth, and Surtur, but there are many others.

This subclass is a Quixotic-Dragon production.

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Fire Domain Spells

Cleric Level Spells
1st Burning Hands, Hellish Rebuke
3rd Aganazzar's Scorcher, Flame Blade
5th Fireball, Flame Arrows
7th Fire Shield, Wall of Fire
9th Flame Strike, Immolation

Bonus Cantrip

At 1st level, you know the Firebolt cantrip.

Born of the Purifying Fire

Starting at 1st level, you are immune to fire damage caused by your own spells.

Hungering Flame

Starting at 1st level when there is an enemy adjacent to a target that you have hit with a single-target fire attack, you can deal damage equal to your Wisdom modifier to that additional target as long as the attack roll would hit them as well.

Once you reach 6th level, if you reduce a creature's HP to zero with a fire-based spell or attack, any excess damage is transferred to a new target within range as long as the original attack roll would also hit them. The new target does not have to be within your line of sight, but does have to be within the original target's line of sight.

Channel Divinity: Baptism of Fire

Starting at 2nd level, you can use your Channel Divinity to grant benefits of your Born of the Purifying Fire feature to a number of creatures equal to your spell attack bonus. This effect lasts one minute.

When you reach 17th level, creatures affected also heal as if under the effects of your One with the Flame feature for the duration.

Soul of Flame

Starting at 6th level, you gain resistance to both Fire and Cold damage.

Living Flame

Starting at 8th level, your spells now leave behind lingering flames that continue to damage enemies. When you hit with a fire spell or attack, each affected creature must make a Dexterity saving throw or be ignited. On a failed saving throw the creature takes damage at the beginning of each of its turns. The damage equals your Wisdom modifier during the first round, and reduces by 1 at the beginning of each of the creature's turns until it reaches 0, at which point the damage stops. Any nonmagical object in the area that is not being worn or carried burns as well. New fire spells don't stack damage-wise, but do restart the countdown.

One with the Flame

Starting at 17th level, you are immune to fire damage, and when you use Living Flame you regain health equal to the countdown damage dealt.

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