Cleric
Base Class: Cleric

As a cleric of the flame god, you have dedicated your life to the pursuit of mastery over the element of fire. Your faith in this divine power has granted you an array of abilities that allow you to harness the fury of flames and unleash it upon your enemies.

As you progress along the path of heat, your knowledge and control over fire magic increases. By the time you reach 5th level, you have learned to conjure a powerful spell known as Fireball. This spell allows you to create a searing sphere of flame that detonates upon impact, dealing massive damage to any foes caught within its radius.

At 4th level, you have also mastered the spell Scorching Ray. This spell allows you to unleash a barrage of fiery beams that can target multiple foes at once, burning them to a crisp with intense heat.

And these are just a few examples of the many spells at your disposal. As a cleric of the flame god, you have access to a variety of other spells that can summon walls of flame, ignite objects at a distance, and even create a shield of fire that surrounds you, protecting you from harm.

But with great power comes great responsibility, and you must be careful to use your fire magic wisely. Uncontrolled flames can quickly become dangerous, and you must be mindful of the potential consequences of your actions. As you continue to hone your skills as a cleric of the flame god, you will learn to channel your power in new and exciting ways, becoming a true master of the element of fire.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Preserve the almighty Fire

Starting at 2nd level, you can use your Channel Fire to damage any creature you want.

As an action, you present your holy symbol and evoke flaming energy that can damage a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can lower a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Flaming fists.

Beginning at 6th level, the fire spells you cast on others heal you as well. When you cast a spell of 1st level or higher that deals fire damage to a creature other than you, you gain fire damage to your unarmed strikes. This allows you to deal an extra amount of damage equal to {{scalevalue}}.

Divine Fire

At 8th level, you gain the ability to infuse your weapon strikes with fire. 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.

Supreme Flame

Starting at 17th level, when you would normally roll one or more dice to deal damage with a fire spell, you instead use the highest number possible for each die. For example, instead of dealing 2d6 hit points to a creature, you deal 12.

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