Base Class: Cleric
Clerics of the eternal flame can use fire based spells to heal and harm.
Domain Spells
As a follower of the king of the eternal flame, your flame based spells can be used to heal and harm. Additionally any time you roll max on the die you have the option to roll a percentile for extra effects. 0-40 the spell fizzles out into smoke, 41-60 you can roll an extra die, 61-80 you can roll two extra die, 81-90 you can roll three extra die, 91-100 you roll 4 extra die and double the total amount rolled,
Eye of flame
At 1st level, you can see in dim light within 60 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were only dim light. You can’t discern color in the darkness, only shades of gray.
6th you can see in dim light within 120 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were dim light. You can’t discern color in the darkness, only shades of gray.
8th you can see normally in darkness, both magical and nonmagical within 120 feet.
17 you gain the ability to grant yourself truesight within 120 feet of you for minutes equal to your wis . Your truesight only functions while in conditions of magical or nonmagical darkness. You can use this feature once per long rest
Ward of Flames
When you or an ally are attacked by a creature within 30 ft. that you can see, you can use your reaction to impose disadvantage on the attack roll. You can use this feature times equal to your Wis mod per long rest.
Channel Divinity: Rage of Flame
As an action, you can use Channel Divinity and present your holy symbol to Enrage any source of mundane or magical light within 60 ft. Additionally, each hostile creature within 60 ft. must make a CON saving throw or become blinded for a number of rounds equal to Cleric lvl. An affected creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Improved Ward of Flame
You can also use your Ward of Flame to empower friendly fire based spells and add 2 extra damage die.
Veil of Flame
When you cast sacred flame at 3rd lvl and above, add your cleric level to the damage or healing. Additionally the flame sticks to the target for a number of rounds equal to 1d8 rounds.
Aura of Eternal flame
Starting at 17th lvl. As an action, you can activate an aura for 1 min. You emit suffocating flames in a 80ft area. Enemies in the flames are blinded as long as they remain in this area. All Flame based spells are automatically doubled regardless of the d20 roll and ally’s spells upgrade to the next damage die
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