Base Class: Cleric
Raised by evil, you know it intimately. It is a part of you that cannot be shaken off, no matter how you try. At least you can use your knowledge of darkness and evil to aid your allies. Trickery, lies, pain, and intimidation are all tools of the trade. You are willing to do things lawful characters are not. You exist to balance these allies--to keep them from going down the path you traveled. Keep their conscience clear, since you sullied yours long ago. The line between justice and vengeance will never truly be clear to you.
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Wrath of hell
Also at 1st level, you can rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 fire or necrotic damage (your choice) on a failed saving throw, and half as much damage on a successful one.
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.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of hellfire with unchecked ferocity.
When you roll fire or necrotic damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Burn
When you deal fire damage to a creature, they take 1d4 fire on each subsequent turn. They can use their action to extinguish the flames. You can do this a number of times equal to your wisdom modifier.
Divine Strike
At 8th level, 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 to the target. When you reach 14th level, the extra damage increases to 2d8.
Heart of flame
Once per day, you can cast fireball without spending a spell slot.
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