Cleric
Base Class: Cleric

The mortal races have long had a strong connection to fire; it is the mastery of fire that is the first technology developed by any group clawing its way toward civilization.

Fire is a primal force, and the gods who claim fire as a part of their portfolio are often similarly primal. Fire is a cornerstone of civilization, and yet at the same time it is never truly tamed; its presence invokes wariness of danger, and it remains strongly associated with unpredictability, destruction, and catastrophe. Clerics who have been granted the blessings of the Fire domain are often similarly regarded: though on the outside they might appear calm and in control, inside them roils a dangerous power that, when stoked and unleashed, can do as much to unmake civilization as to prop it up. Even at their calmest, clerics with this domain give the impression that smoldering embers lie just out of sight, waiting on the right trigger to fan the flames waiting at their fingertips.

Bonus Cantrips

You learn the green flame blade and fire bolt* cantrips if you do not already know then.

 

Wrath of the Inferno

At 1st level, you can blazingly rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw using your spell save DC. The creature takes 2d8 fire damage on a failed saving throw, and half as much damage on a successful one. 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.

Bonus Proficiencies

Also starting at 1st level, you gain proficiency with heavy armor and martial weapons.

 

Channel Divinity

Searing Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Blazing Enhancement

At 6th level, once per long rest, you can imbue a weapon of your choice with flaming power, granting the weapon a damage bonus equal to half your Wisdom modifier (rounded down). This bonus lasts until your next long rest, after which you may use this feature again.

 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Born of the Furnace

At 17th level, you have immunity to fire and radiant damage. Additionally fire and radiant damage you deal ignores resistances.

 

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