Cleric
Base Class: Cleric

Those who take this oath are often called Guardians of the Eternal Flame, or for short Guardians. They are bestowed great power and understanding by their Deity. Often, those who are on the verge of death are offered the opportunity to become a Guardian. To become a Guardian, you must first witness the Flame's Glory. The Eternal Flame is capable of destroying the essence of any living God. To ensure that the Guardians survive, they must be on the brink of death to witness its majesty. Guardians not only guard the holy fire by which the world endears but the fire within everyone around them. They bolster others with courage and purify those who would seek to reduce another's flame. Fire is the element of the soul, the more powerful the soul, the stronger the fire within. Guardians choose their path in life to preserve those around them, so that all creatures may spend their lives without regrets. Guardians not only defend those who would be tainted by evil but are capable of extinguishing it as well, for they are the Purifiers of evil. Capable of removing the evil from any being, no matter how powerful. This, however, often comes with the implication of death, for a Guardian must sacrifice part of themselves, to save those whose fires have been tainted by the cold of evil

Guardian of the Flame

When you choose this domain at 1st level, you become resistant to Fire damage.

Soul-Bond

Also at first lvl, as an action, you connect 2 souls that are within 30ft of each other, if both souls are willing, they are connected, if either entity is not willing, the non-willing entity must make a WIS saving throw against your spell save DC. When one soul takes damage, the other takes half the amount of damage rounded down as psychic. When one soul is healed, the other is healed for half rounding up.

Channel Divinity: Eternal Flame

Starting at 2nd lvl, you can call forth an insignificant part of the Eternal Flame.

You can summon a small flame that acts as a Familiar. The Flame acts on your turn during combat and will only burn those you choose it to burn. Any chosen creature can cote themselves in Holy Fire for 10min, during this time, they are immune to Fire and Cold Damage. When the Flame is touching a creature you have not chosen, it deals 1d6+your Cha per turn. The Creature can make a Dex saving throw on each of these turns, on a success, it throws the flame 20ft away and cannot be touched by it for 2 rounds. The Eternal Flame is magical (for the sake of Dispel Magic) and deals magical damage, it cannot be put out by any means other than magical ones. The Flame can be dismissed with a Bonus Action or automatically returns to the True Eternal Flame when you are made unconscious.

Bolster the Soul

Beginning at 6th level, As an action, you can cause all your allies within 40ft of you to gain resistance to Psychic, Necrotic and Radiant damage, or, you can use an action to touch one creature and give your Hitpoints to them. You can use this feature once per long rest.

Eternal Fury

At 8th level, once per long rest. You are able to cry out to the soul of those around you. Everyone within 30ft of you gains 1d6+Their Wis fire damage to all attacks with a minimum of +0 for 24 seconds. When you reach 14th lvl, this increases to 2d6+Their Wis and can be used twice per long rest.

Soul Flame

At 17th lvl, you gain the ability to feed the souls around you. Once per 1d4 long rests, you can reduce yourself to 1HP and become stunned for 2 rounds in order to send forth your power to all allies within 20ft of you. All allies affected by your power gain a long rest.

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