Base Class: Cleric
Followers of the Cult of Zuko, led by Yecca Cluce, worship the might and teachings of Zuko, the legendary master of fire and one of 4 companions to Aang, the Avatar. Zuko teaches his followers the value of honor and atonement, as well as guiding them along the path to discover their true selves. Those who successfully walk the path to self-worth gain the exceptional ability to control fire itself, and those who manage to go even further beyond have gained knowledge of lightning through Zuko. But they must be careful. Losing control of their thoughts or emotions could cause them to lose control of their magic, which often leads to disastrous effects...
Bonus Cantrip
When you choose this domain at 1st level, you learn the Sacred Flame cantrip if you do not already know it. This does not count towards the number of cantrips you know.
Warding Fire
Also at 1st level, you can interpose divine flames between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing harmless fire to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
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: Call Sunlight
Starting at 2nd level, you can borrow a fraction of a fraction of the light of the sun and fill an otherwise dark room.
As an action, you can fill an area of up to 100 sq. ft. with bright light that acts like direct sunlight for up to 30 minutes. The area bends around corners and goes through transparent surfaces, and illuminates magical darkness. The area increases by 50 sq. ft. at the 6th, 10th, 14th, and 18th levels.
Improved Warding Fire
Starting at 6th level, you can also use your Warding Fire feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Redirect Lightning
Starting at 8th level, you gain the ability to redirect lightning that you get hit by. Whenever you are hit with lightning damage(magical or otherwise), you can redirect it to another creature or object. The redirection behaves like the spell chain lightning, but the damage is equal to however much you would normally take from the lightning you are redirecting.
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 short or long rest.
Channel Divinity: Serpent of Fire
Starting at 17th level, you can summon the flaming shape of a large dragon for up to 1 minute. The dragon’s size is large, has stats that are outlined below, sheds bright light for 25 feet and dim light for an additional 25, and, as mentioned before, is completely made of fire. In combat, it takes its action directly after yours. The dragon stays until the feature ends, you dismiss it as an action, or its HP reaches 0.
You can use this feature once before needing to recharge it with a long rest.
Serpent of Fire Large Elemental, Unaligned ------------------------------------------------------------------------------------------- Armor Class 19 (Natural Armor) Hit Points 256 (19d12+133) Speed Fly 80 ft. ------------------------------------------------------------------------------------------- STR DEX CON INT WIS CHA 10(+0) 26(+7) 20(+5) 16(+3) 26(+8) 21(+5) ------------------------------------------------------------------------------------------- Saving Throws Dex +13, Wis +13, Cha +11 Skills Intimidation +11 Damage Vulnerabilities Cold Damage Immunities Slashing, Piercing, and Bludgeoning from nonmagical attacks; Fire Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Petrified, Poisoned Senses passive Perception 23 Languages Understands any language of its Cleric, cannot speak ------------------------------------------------------------------------------------------- Burning. Any creatures that start their turn within 5 feet of the Serpent of Fire must make a CON saving throw, taking 1d10 fire damage on a failed save or half as much on a successful one. Firebending. The Serpent of Fire’s Cleric can choose any number of creatures to be immune to any fire damage caused by its attacks. Actions____________________________________________________________________________ Multiattack. The Serpent of Fire can make three actions in a single turn(cannot use the same action twice in a single turn) Bite. Melee Spell Attack: +14 to hit, reach 10ft., one target. Hit: 3d10+6 fire damage Claw. Melee Spell Attack: +14 to hit, reach 5ft., one target. Hit: 1d10+3 fire damage Tail. Melee Spell Attack: +14 to hit, reach 5ft., up to 3 targets. Hit: 1d10+6 fire damage Frightful Presence. Each creature of the Serpent of Fire’s Cleric’s choice that is within 120 ft. of the SoF and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the SoF's Frightful Presence for the next 24 hours. Fire Breath(Recharge 5-6). The Serpent of Fire exhales fire in a 60-foot cone. Each creature within that area must make a DC 21 Dex saving throw, taking 20d6 fire damage on a failed save, or half as much on a successful one. |

"I MUST CAPTURE THE AVATAR"-Fire lord zuko