Cleric
Base Class: Cleric

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Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.

Elemental Infusion

You have narrowly survived an elemental event. You have been infused with fire. You gain resistance to fire damage. Before you make an unarmed strike, you can decide whether the strike will deal fire damage or bludgeoning damage.

Channel Mutation

Starting at 2nd level, you can use your Channel Mutation to harness flame, banishing darkness and dealing fire damage to your foes.

As an action, you draw upon your mutated magical ability to produce a wave of flame. 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 fire damage equal to 2d10 + your class 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.

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.