Base Class: Cleric
"Gaz is the way to live in the snow!"
Grease Monkey
You gain proficiency in tinkerers tools if you already haven't.
Warding Flare
Also at 1st level, you can interpose a small blast of fire 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 fire to ignite 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 Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Oil Gyre
Starting at 2nd level, you can use your Channel Divinity to harness natural fuel, dealing damage to your foes.
As an action, you present your holy symbol, and cause an explosion of oil within 60 feet of you. Additionally, each creature within 30 feet of the gyre must make a Dexterity saving throw. A creature takes bludgeoning damage equal to 1d10 + 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.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Ring of Fire
Starting at 17th level, you can use action, you can activate an aura of fire. A burst of fire extends from you causing a ring of fire, 5ft wide 30ft radius. Enemies in the ring have disadvantage on saving throws against any spell that deals fire damage. This ignites any oil that the fire touches. A creature that crossed the flames makes a dexterity save or take 2d10 fire damage (Half damage on a success (This effect lasts 1 minute or until it is dispelled)
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