Cleric
Base Class: Cleric

The Change Domain centers around the understanding that the world is always in need of change, whether to it's structure, authority, or even to the very land itself. Clerics who pledge themselves to the Goddess of Change, Opp Heim, may draw upon the divine power of her realm - Tumultus - granting them spells and abilities befitting of those who would shape the world with their will.

Fighting as a Change Domain Cleric often means balancing your more destructive, calamitous magic, with your ability to reshape both yourself and your foes/allies. Change the terrain to your advantage; reshape a dangerous foe into something smaller and weaker, before calling down great pillars of fire and ash upon them. Burn wounds shut, so that your allies may be healed anew. Calamity will follow in your wake, but so will hope, as the change you bring will ultimately build a better future.

"From the ashes of a wild fire, grows taller and grander trees. And from the molten eruption of a volcano, comes the most fertile of soil. Calamity is Change, and Change is the foundation for all of life." - Mantra of Opp Heim.

Blessing of Change

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to allow that creature to swap one of it's primary stats with another. This blessing lasts for 1 hour or until you use this feature again. Limited to three times per long rest.

Channel Divinity: Create Fire Clone

Starting at 2nd level, you can use your Channel Divinity to create an fiery duplicate of yourself.

As an action, you create a fire based clone of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The clone appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the clone up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the clones space, but you must use your own senses. Additionally, when both you and your clone are within 5 feet of a creature that can see the clone, you have advantage on attack rolls against that creature, given how distracting the fire is to the target.

Channel Divinity: Wings of Ash

Starting at 6th level, you can use your Channel Divinity to grow ashen wings.

As an action, you gain the ability to fly and hover for 10 minutes. You lose the wings if your concentration is broken.

Smoldering Blast

At 8th level, you gain the ability to infuse your weapon hits with smoldering fire — a gift from your deity. 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.

Invoke Calamity

At 17th level, you can summon a magical pillar of divine fire in a location you choose within a range of 60ft. The pillar is made of solid magma, and is 5ft wide, 5ft long, and 10ft tall. When the pillar appears, each creature in the area takes 6d8 fire damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. Any flammable items within the pillars radius catch on fire.

Effects a circular area of 30ft, and lasts for 1 minute.

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