Base Class: Cleric
The races of mortals have long regarded mastery of fire as the first step toward civilization. As such, it is indelibly linked to the world of industry and the ideals of peace and progress, yet it remains emblematic of destruction, defiance, and unpredictability. Fire is equally representative of carnage and conquest, and of rebirth and change, in most cultures; accordingly, the gods who claim it as part of their dominion are similarly dynamic, tending to prefer either the free and primal nature of the element itself or the symbolism of hope, order, and stability that it represents as an essential part of civilized life.
Clerics of the Fire domain might just as easily worship the element of fire itself as any of the diverse gods that claim it as their domain, and are just as varied in their own natures. There is little restriction in terms of morals or principles for priests and priestesses of the flame, but examples of deities to follow might include gods of the lower planes who embody the cruelty and pain of fire (Asmodeus, Zariel, Baphomet), celestial gods who champion justice and truth (Lathander, Moradin, Apollo), or deities who govern the forces of nature in general (Silvanus, Malar, Eilistraee).
Bonus Cantrips
When you choose this domain at 1st level, you gain the control flames and produce flame cantrips if you don't already know them, and they count as cleric cantrips for you, but do not count against your number of cantrips known.
Ally to the Flame
At 1st level, you gain resistance to fire damage.
Searing Radiance
Starting at 2nd level, your covenant with the flame empowers you to intensify its inner light, or to soften it, as needed. When a creature within 60 feet of you that you can see takes fire or radiant damage, you can use your Channel Divinity to double or halve the damage taken.
Also at 2nd level, when you cast a spell of 1st level or higher that deals fire or radiant damage, you can choose to change all damage dealt to either fire or radiant. You must make this decision before you resolve the spell’s effect. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.
Bulwark of the Blaze
Beginning at 6th level, your healing spells bolster your allies' defenses against further damage, wreathing them in wisps of fiery essence. When you cast a healing spell of 1st level or higher, you grant the target a number of temporary hit points equal to half your Cleric level (rounded down) + the level of the spell slot expended. If the spell targets more than one creature, you choose which creature to give these temporary hit points.
In addition, when you cast a spell that deals fire or radiant damage with an area of effect, you can choose a number of creatures up to your Wisdom modifier in the target area to automatically succeed on the saving throw.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to any damage you deal with a cleric cantrip.
Avatar of Fire
At 17th level, your soul burns as bright and hot as the distant stars. You gain immunity to fire damage, and ignore resistance to fire and radiant damage.
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Posted Jun 2, 2023How do I add this to my collection?