Cleric
Base Class: Cleric

Clerics of the Cinderpetal Domain embody the beauty of blossoms at the edge of ruin—soft light, drifting petals, warming embers, and the sudden cruelty of wildfire. Their power is both enchanting and punishing, cloaking divine wrath in radiant bloom and ash-laced grace.

These clerics are often serene, captivating figures whose magic appears gentle at first: glowing petals on the wind, golden ash drifting through the air, and a warmth that feels almost comforting. Yet beneath that beauty lies danger. A Cinderpetal cleric can turn charm into control, light into judgment, and flame into swift retribution.

For some, this domain represents renewal through fire and the sacred brilliance of life enduring after loss. For others, it is a path of elegance sharpened into cruelty, where beauty is not kindness, but power.

Emberpetal Grace

You carry an aura of warmth, drifting petals, and quiet divinity.

You gain proficiency in Persuasion or Deception (your choice).

In addition, when you deal fire or radiant damage with a cleric spell, you can choose one creature affected by the spell to be wreathed in cinderpetals until the start of your next turn. The next time that creature takes damage before the effect ends, it takes extra radiant damage equal to your Wisdom modifier (minimum 1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Soft Ash Footing

Your divine magic teaches you to drift like ash rather than stand like stone.

When you or a creature you can see within 30 feet is hit by an attack, you can use your reaction to scatter shielding petals around that creature. Reduce the damage taken by 1d6 + your Wisdom modifier.

If the attacker is within 30 feet of you, it takes radiant or fire damage (your choice) equal to your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Channel Divinity: Veil of Ashen Blossoms

You can use your Channel Divinity to surround the battlefield in enchanting petals and punishing light.

As an action, you present your holy symbol and conjure a 20-foot-radius veil of drifting petals, glowing embers, and soft golden ash centered on a point you can see within 30 feet. The veil lasts for 1 minute or until you are incapacitated.

Choose any number of creatures you can see when the veil appears. Those creatures are unaffected by it.

The area is difficult terrain for hostile creatures. In addition, whenever a hostile creature enters the veil for the first time on a turn or starts its turn there, you choose one of the following effects:

  • The creature takes radiant damage equal to 1d10 + your Wisdom modifier
  • The creature takes fire damage equal to 1d10 + your Wisdom modifier
  • The creature must succeed on a Wisdom saving throw or be charmed by you until the start of its next turn

A creature charmed in this way has its speed reduced by 10 feet until the charm ends.

Kindled Splendour

Your magic learns to shift between comfort and cruelty.

When you cast a cleric spell of 1st level or higher, choose one creature affected by the spell. You can grant one of the following benefits:

  • The creature gains temporary hit points equal to your Wisdom modifier
  • The creature’s speed increases by 10 feet until the end of its next turn
  • The next time the creature deals damage before the end of its next turn, it deals extra radiant damage equal to your Wisdom modifier

If the spell instead targets only hostile creatures, choose one creature affected by the spell. That creature must succeed on a Constitution saving throw against your spell save DC or be outlined in glowing cinders until the end of your next turn. The next attack roll made against it has advantage.

You can use this feature only once per turn.

Divine Strike: Petalflare Strike

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 or radiant damage (your choice).

When you reach 14th level, the extra damage increases to 2d8.

Crown of Cinders

You become an avatar of ember, blossom, and sacred light.

As a bonus action, you can manifest a crown of ember-lit petals and radiant ash for 1 minute. During this time, you gain the following benefits:

  • You gain a flying speed equal to your walking speed
  • You gain resistance to fire and radiant damage
  • Hostile creatures that start their turn within 10 feet of you take fire or radiant damage (your choice) equal to your Wisdom modifier
  • When you cast a cleric spell that deals fire or radiant damage, you can add your Wisdom modifier to one damage roll of that spell
  • When a hostile creature fails a saving throw against one of your cleric spells, soft petals cling to it until the end of your next turn; the next attack roll against that creature has advantage

Once you use this feature, you can’t use it again until you finish a long rest.

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