Cleric
Base Class: Cleric

The Dragonborn raises his hand forward to the bloody ghoul, a spark of flame flickering in it. "Return to cinders, feeble undead!" he shouts as a jet of fire spills onto the fiendish creature, with ashes already forming. His elven companion, behind him and dazed, comes to her senses as the Dragonborn raises an amulet and a swirl of flame billows beneath the two of them. Her body fills with renewed vigor, and they stand together, mending each others' wounds.

Clerics of Fire hold dominion over the powers of destruction and restoration. While fire is a symbol of chaos and unrelenting harm, it also acts as the symbol of purification, as incense is burned to permeate a scent of cleansing and healing.

Bonus Cantrip

When you choose this domain at 1st level, you gain the fire bolt cantrip. It does not affect the number of cantrips known, but counts as a Cleric spell.

Disciple of Fire

Whenever you cast a spell that deals fire damage, you gain a damage bonus equal to your Wisdom modifier plus the spell slot level, with a minimum of +1. This does not affect any cantrip besides Firebolt.

Channel Divinity: Cleansing Pyre

Starting at 2nd level, you can use your Channel Divinity to cleanse status effects.

As an action, you present your holy symbol and create pools of fire beneath three creatures, which removes all status effects from them. If an enemy is at least 5 feet away from them, they are moved 10 feet away from them and suffer 2d6 fire damage.

Heart of Flame

Beginning at 6th level, your fire spells are imbued with divine fury. After you successfully cast a fire spell on an enemy creature, as a bonus action, you can create a small explosion, dealing additional fire damage equal to your Cleric level plus your Wisdom modifier.

This can be be activated, even if the enemy creature you detonate this on is not in your line of sight.

You can only perform this on an enemy creature within the span of a minute after you cast the spell.

This can be done up to three times, and they are regained after a Short or Long rest.

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.

Volcanic Might

At 17th level, you become immune to fire damage and can cast Meteor Swarm without expending a spell slot. This can be performed once per Long rest.

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