Cleric
Base Class: Cleric

A knight order that once served under a great king, powerful and respected. Once honorable, over the centuries the Flame Wardens have become shadows of themselves, splintered offshoots and leadership rogues, some cling to what the tenants were intended to be, honorable and perserving life and the finding justice for the innocent, others corrupt the tenants, abusing them and twisting them for their own ill gotten gain. 

 

The Flame Wardens Tenants:

 

  • Always Honor the Duel - Kingdoms have risen and fallen because of duels, lives saved, and of course, trial by combat proves the innocent. To dishonor a duel is to dishonor oneself. One must always respect the outcome of a duel. *Usually single combat, death is dependent on the choice of the winner. Both sides must agree to the win condition of the duel. 
  • Strength Above All -  There is power in Strength, those who have it, should use it. The strongest should lead, and this is especially true of the Flame Wardens. 
  • Discipline - You are the shield against the endless terrors, no matter where you are or who you serve, your blade must always be ready, and your mind prepared to survive. 

 

 

Heavily Armed

You gain proficiency in Heavy Armor and Martial Weapons

Firery Arsenal

You gain additonal spells upon reaching certain levels in this class.

Additional Spells:

Cantrip: Firebolt

1st - Burning Hands, Faerie Fire

3rd - Flaming Sphere, Scorching Ray

5th - Fireball, Daylight

7th - Wall of Fire, Fireshield

9th - Flame Strike, Circle of Power

 

FireStorm

At first level, you can imbue your shield with magical fire, a radiating heat dissipates outward from it. Whenever a creature strikes you, you can use your reaction to absorb some of the damage and reflect it as a storm of fire back towards your attacker. Reduce the damage by 1d8 and then deal 1d8 fire damage to the attacker. Melee Attacks only.

You can use this feature a number of times equal to your Wisdom Modifier (a minimum of once). You regain all uses of this feature when you finish a long rest. 

Channel Divinity - Fiery Barrage

Starting at 2nd level, you can use your Channel Divinity to increase the intensity of your flames. 

When you deal fire damage your channel divinity allows you to overcome resistance to fire damage.

Fire Proficiency

You have become so proficient at casting fire spells and using your sword in harmony that you can use your sword to complete the somatic components requirement for spellcasting.

Whenever you cast a spell that deals fire damage, if a spell requires the “somatic” component, as long as you are wielding your sword, it is not a requirement for you. 

Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. 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. When you reach 14th level, the damage increases to 2d8.

Accelerated Attacks

**Optional for your DM to give you a bit more oomph, it makes the character rather Overpowered, but fits the design of the sub class**

When you use the Attack action, you can make one weapon attack as a bonus action.

 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Avatar of Flame

Kossuth blesses you with additional strength. Heat radiates from your body at all times. You are rarely cold due to the environment you are in, and intense heat is more tolerable for you. 

You Gain resistance to Fire, Cold and Radiant Damage.

Previous Versions

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7/23/2020 9:21:13 PM
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