Cleric
Base Class: Cleric

Clerics of the Warmth Domain walk the line between offense and support, able to use flames to heal and destroy. Most of the Warmth Domain follow Chaotic gods, due to the nature of fire itself. They are able to control flames like no other, more true pyromancers than even specialized wizards.

Flame Weaver

When you choose this domain at 1st level, you gain the ability to choose to either deal damage or heal an equivalent amount any time you roll damage against a single target with a fire-based spell.

Bonus Cantrips

Also starting at 1st level, you gain the Produce Flame and Control Flames cantrips. These cantrips do not count against the number of cantrips you know. Wisdom is your spellcasting modifier for both.

Channel Divinity: Flaming Whirlwind

Starting at 2nd level, you can use your Channel Divinity to torch the air around you.

As an action, you present your holy symbol and evoke flames that swirl around you for one minute. Any creature within five feet of you at the end of your turn takes a number of d6 fire damage equal to your cleric level. They will also take this damage if they enter the area on their turn.

Scorching Slash

At 6th level, you gain the ability to infuse your weapon strikes with flame. 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.

Pyromancer

Beginning at 8th level, the experience you’ve gained with fire magics has culminated in much more accuracy and control. Whenever you roll to hit for a spell that deals fire damage, roll with advantage. If casting a spell that deals fire damage and requires the target to make a save, you can impose disadvantage. If you do not wish to deal damage to a target within range of one of your area spells, you can choose not to.

Living Furnace

Starting at 17th level, once per short rest you can conjure a Fire Elemental to fight at your side. It will obey any command you give it, and rolls its own initiative in battle. If cast a second time, the first Fire Elemental will die.

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