Base Class: Cleric
The clerics of this domain are masters of fire and earth magic and are typically solitary, contemplative, and calm. They often wander the land seeking out adventure and the opportunity to improve themselves and their talents. Commonly, they are neutral to the conflicts between kingdoms, nations, and groups, as they see the world as something only temporary, a trial through which they must travel
Domain Spells
1st burning hands, hellish rebuke
3rd misty step, scorching ray
5th fireball, meld into stone
7th dimension door, stone shape
9th flame strike, wall of stone
The Fires of Sky Mountain
At 1st level, you gain the firebolt cantrip if you do not already know it. Additionally, you gain advantage on wisdom saving throws.
Molten Skin
At 1st level, your inner strength grants you the ability to resist damage. When you use this feature as a reaction, your skin around an enemy’s strike turns black as obsidian, streaked with glowing lava beneath. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn. You may use this ability a number of times equal to your Wisdom modifier per long rest. At 15th level, a short rest restores all uses of this ability
Channel Divinity: Flames of the Volcano
Starting at 2nd level, you can use your Channel Divinity to harness the flames, dealing fire damage to foes. As an action, you present your holy symbol, and each hostile creature within 30 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 2d10 + your cleric level, and half as much damage on a successful one.
Fire Resistance
Starting at 6th level, you gain resistance to fire damage
Blessing of the fire Mountain
Additionally at 6th level, when an ally within 30 feet of you takes fire damage, you can use your reaction to grant the ally fire resistance. You may use this ability once per short rest.
Iron Skin
At 8th level, if you or an ally within 20 feet of you takes damage and is reduced to half or fewer hit points, you may, as a reaction, grant yourself or your ally the same effects as stoneskin until the end of your next turn. You may use this ability once per long rest.
Lava Weapon
Also at 8th level you gain the ability to transmute your weapon into divinely charged lava. 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.
Iron Body
At 17th level, you gain immunity to nonmagical piercing, bludgeoning, and slashing damage for the next two rounds, ending at the beginning of your third turn. This ability recharges after a long rest.
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