Base Class: Cleric
Set Flame to Purify and Renew
The Fire Domain embodies both the ravages of destruction and the promise of rebirth. Clerics who embrace this domain wield the elemental flame, conjuring searing infernos that consume fields and forests, crumble stone walls, and incinerate foes. They laugh among the crackling embers and blaze through battlefields with fierce intensity. Yet beneath their fearsome demeanor, these priests burn away rot and decay so that new life can emerge from the ashes.
The Fire Domain is strongly linked to elemental lords of flame, passionate beings who regard destruction and renewal as two halves of one grand cycle. Their clerics are the torchbearers of that cycle, fostering growth in forests and settlements so that there will one day be more to feed the flame. They serve as a terrifying counter-force to defilers and oppressors, wielding scorching power to purge the world of their corruption. Although often misunderstood by other elemental priests, Fire Domain clerics see in every conflagration the sparks of tomorrow’s regeneration.
Level 3: Cleansing Flame
You believe in the cleansing power of fire. Once per day, you can choose to immerse yourself in flames, either by stepping into a source of fire or by self-immolating. If you do, you instantly recover 1d4 Hit Points and are cured of the Poisoned condition, if suffering from it. Your clothing, if soiled, is also made clean.
Additionally, the flames invigorate you and allow you to stave off the effects of hunger and dehydration. The next meal you'd need to consume can be skipped with no ill effects until the following mealtime.
Level 3: 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.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Burning Hands, Flame Blade, Scorching Ray, Searing Smite |
| 5 | Gaseous Form, Fireball |
| 7 | Conjure Minor Elementals, Wall of Fire |
| 9 | Commune with Nature, Modify Memory |
Level 3: Resist Fire
Using your Reaction, you can choose to ignore the element of fire for a number of minutes equal to your proficiency bonus. This includes, but is not limited to:
- Gaining immunity to fire damage. Additionally, all items that are worn or are carried by you do not catch fire.
- Resisting the effects of spells that create or manipulate fire.
- No longer needing to breathe.
After the duration of this ability ends, you are subject to all usual and appropriate effects. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 6: Elemental Gate: Fire
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to gate material directly from the Elemental Plane of Fire plane into the Material Plane. The material enters the plane as a 20 ft cube of brightly burning flame and may be summoned to any point within 50 ft of the caster with the following restrictions:
- It can appear anywhere from ground level to a point 50 ft in the air.
- It may be directed to a very specific point, such as directing fire over an empty kiln, but cannot be summoned into or summoned to surround any other item or being.
- Once it enters the plane, it becomes subject to the effects of natural forces i.e. wind.
Material that is gated to the plane remains there permanently unless destroyed or changed by other means.
Level 17: Cloak of the Conflagration
As a Magic action, you wreathe yourself in elemental flame, creating a whirling inferno in a 30-foot Emanation originating from yourself. It lasts for 1 minute or until you dismiss it (no action required). This aura moves with you, endures through wind and rain, and sets fire to any flammable objects within range.
- Searing Presence. At the start of each of your turns, you can choose any number of creatures within the aura. Each chosen creature takes Fire damage equal to your Wisdom modifier (minimum of 1). Once a creature
- Stoke the Blaze. Allies who start their turn in the aura imbue their attacks with fiery might. The first time they hit with a weapon attack on their turn, the attack deals an extra 1d6 Fire damage.
- Flames of Judgment. Enemies in the aura have Disadvantage on saving throws against your Cleric spells that deal Fire damage, as the flames hungrily cling to their forms, devouring any chance of escape.
Once you use this feature, you cannot do so again until you finish a Long Rest.
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Posted Sep 11, 2025So... the 6th level Channel Divinity, what does it actually DO? Does it deal damage? Can it block enemies' line of sight? Does it stop enemies from walking through it?