Base Class: Cleric
Clerics who worship Sirrion are taught the importance of fire as well as change. They use fire not only to remove the old in exchange for the new, but also to breath life into those that can embrace change. Change should be productive and not needlessly bring about destruction.
Level 3: Multicolored Flame
As a cleric who worships Sirrion, flames created by spells you cast now carry the multicolored flame. You have the power to willingly control the color of your flames, always containing a gradient of 3 colors. Additionally, any time a spell you cast deals fire damage to an ally, it will heal them for half the amount instead.
At 17th level, fire damage now dealt to allies by spells you cast will heal them for the full amount instead of half.
Fire Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Fire Domain Spells table, you thereafter always have the listed spells prepared.
Fire Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
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1st |
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3rd |
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5th |
fireball, melf's minute meteors |
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7th |
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9th |
Channel Divinity: Flame Spirit
Starting at 3rd level, you can use your Channel Divinity to harness divine fire.
You tame your inner fire and give it form. As an action, you can expend one use of your Channel Divinity feature to summon your wildfire spirit.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Soulfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
SoulFIRE SPIRIT
Small elemental
Armor Class 13 (natural armor) + PB
Hit Points 5 + five times your cleric level
Speed 30 ft., fly 30 ft. (hover)
Damage Immunities fire
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Flaming Hiss. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Enhanced Bond
Starting at 6th level, your soulfire bond helps protect you. While your soulfire spirit is summoned, you have resistance to fire, and when you cast a spell that heals an ally, you also regain hit points equal to 2 plus your spellcasting ability modifier.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Enlightened Bond
At 17th level, you tap into more knowledge regarding your Soulfire Spirit. You gain a flight speed equal to your walking speed. In addition, commanding your soulfire spirit to take an action on it's turn without consuming a bonus action. You may also, as a bonus action on your turn, use your connection with your spirit to magically swap places as long as you are within 120ft of it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/16/2024 1:11:28 AM
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10
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4
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2.0 (test)
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Coming Soon
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