Cleric
Base Class: Cleric

An elf tends to a fire, her fellow adventurers huddling around it, half asleep, weary from their travels. 

A halfling whispers an incantation as a blazing sphere of fire appears in their hand, and they lob it at the group of orcs.

Worshipping the gods of fire and warmth, as a Inferno Cleric, your job is to tend to the everlasting fire of the universe, whether it be a bonfire around which many creatures of all different kinds dance and drink or rest and sleep, or midst the heat of battle, sending blazing trails of flame towards your enemies. Inferno Clerics are skilled in hospitality and war, illuminating the paths of fate and destiny through the flame of a candlelight, or even the blaze of a burning, crumbling castle, of which your enemies once stood. 

Flame Tender

Because of your connection to heat and warmth, you are incredibly experienced in tending to bonfires. Whenever your party takes a short rest, you can use your own hit dice to heal the rest of your party instead of yourself. You may also add your Wisdom modifier instead of your Constitution modifier to your roll when spending hit dice.

Channel Divinity: Reserve Warmth

At 2nd level, you gain the ability to preserve the warmth of the inferno and use it to empower your allies. Whenever your party takes a long rest, you can set aside some of your regained hit die and place them into a healing pool. Then, as an action during combat, you may spend one of those hit dice to regain the HP of an ally, or yourself during battle. The hit dice spent this way are still regained via long rest as normal.

You can also use Channel Divinity to instantly add two dice to your pool, regardless of how many hit dice you currently have.

Ring of Inferno

At 6th level, you gain the ability to harness your preserved warmth and manifest it as a blazing ring of fire and inferno that circles around you.

During combat, you may spend one of your Reserved Hit Dice to create a ring of fire around you, 10 ft. in diameter. The ring of fire cannot be moved. Any creature that enters the ring or is in the ring's area when it is created takes 4d12 fire damage (excluding allies). Additionally, you gain advantage on all attack rolls on creatures in the ring. Allies in the ring will also regain 1d10 hit points every time they are standing in the ring when a round ends. The ring of fire dissipates into a puff of smoke after a minute.

Burning Expertise

At 8th level, you learn to harness your preserved warmth to grant yourself almost supernatural skill. 

You gain the ability to spend one of the hit die from your healing pool to give yourself advantage on any saving throw or ability check. This ability can only be used once per short rest, unlike a large portion of this Domain's other abilities.

At 14th level, you also gain the ability to hinder others and give any creature you can see disadvantage on any saving throw or attack roll.

The Flame Within

You have gained mastery over the fire and inferno within your own soul. At 17th level, you gain immunity to fire damage. Additionally, whenever you would take fire damage, you can instantly add a die to your Preserve Warmth pool.

You also gain the ability to spend multiple Preserve Warmth dice in a single action, with a total maximum of 4 dice per action.

Bonus Proficiency

At level 1, you gain proficiency with heavy armor.

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