Base Class: Cleric
For ages fire has been known not just a source of heat, destruction, and chaos, but also a source of refinement, cleansing, and rebirth. What can be found in fire is power but also renewal and protection.
As an acolyte of the Ignis Domain you seek to use both the powerful and protective properties of fire to bring healing, renewal, and protection to those around you.
While you may choose to follow a specific deity, it is the spirit of the flame itself that rests upon and empowers you.
Ignis Domain Spells
|
Spell Level |
Spells |
|---|---|
| 1st | faerie fire, hellish rebuke |
| 2nd | heat metal, scorching ray |
| 3rd | flame arrows, melf's minute meteors |
| 4th | fire shield, wall of fire |
| 5th | dawn, flame strike |
Bonus Cantrip
When you choose this domain at 1st level, you gain the fire bolt cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Friendly Fire
Starting at 1st level, as a reaction you can cover you or one of your allies within 60 feet with a friendly flicker of flames. The fire will reduce any damage taken by half. You can use this ability once at 1st level, twice at 6th, and three times at 8th level per long rest.
Channel Divinity: Hearth and Home
Starting at 2nd level, you can use your Channel Divinity to provide warmth and comfort to your allies.
As an action, you present your holy symbol and create a small magical camp fire within 30 feet of yourself. The fire warms you and your allies, providing any creature you choose within 30 feet of the fire with 2d4 of healing, and removing one negative condition.
The healing increases to 3d4 at level 8 and 4d4 at level 12.
Firebug
Starting at 6th level, you gain resistance to fire damage.
Sacrificial Bonfire
Starting at 6th level, if an ally is brought to zero hit points, you can use a reaction to take their damage for them. All attack damage (not just the amount that brought them to zero, but the full amount) will be transferred to the caster as psychic damage and reduced by 50%. It cannot be further reduced or mitigated in any way. If the damage is enough to bring the caster to zero, they will remain conscious with 1 hp.
Scorching Cyclones
Starting at 8th level, you can use an action to create whirling tornadoes of fire that engulf up to 3 enemies within 30 feet until the end of their next turn. While in the cyclones, their movement speed is reduced by half as the cyclone swirls around them, and attacks made against them are made with advantage. Any damage done while in the cyclone gains 1d4 fire damage. The effect stops at the end of the caster's next turn.
Impervious
Starting at 17th level, you become immune to fire damage, and gain resistance to cold damage.
Nova Burst
Starting at 17th level, you gain the ability to heal your allies in times of great trouble, but at a cost. Once per long rest, you can reduce yourself to 1HP and be stunned for 1 round in order to send forth a burst of healing flames to all allies within 30ft of you. All allies affected by your power gain the effect of a short rest.
Previous Versions
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4/21/2022 6:32:56 AM
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4/21/2022 6:35:41 AM
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4/26/2022 7:54:13 AM
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5
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4/27/2022 11:12:00 AM
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5
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