Base Class: Cleric
Those who practice the Phoenix domain of the Cleric, are formidable, healing allies through even the most grievous of wounds one moment, then blazing a path of destruction a moment later. These mid to front line fighters are a bright beacon to both allies and foes, they quickly become the center of attention, with their flashy attacks.
Bonus Proficiencies
When you choose this domain at 1st level,you gain proficiency with heavy armor and Arcana.
Domain Spells
You gain spells at certain levels: 1,3,5,7,9
Find Familiar/ Searing Smite --1st
Continual Flame/ Aganazzar's Scorcher --3rd
Beacon of Hope/ Life Transference --5th
Fire Shield/ Aura of Life -- 7th
Immolation / Flame Strike --9th
Cyclic Disciple
Also at 1st level, you can tip the scales of life and death in your favor. Whenever you cast a damaging spell or a spell that restores hit points you may gift a small portion of your inner fire to mark an ally with (Phoenix down) this effect lasts until consumed or 5 turns have pasted. The number of marks you can have active at once is equal to your WIS mod. Spells which can affect multiple targets only apply 2 marks regardless of the number of targets the spell can target.
At level 15 the number of marks given by spells in increased by 1. Single target spells still only give one mark, but multi target spells now give 3 marks.
Marked allies, receive healing based on proficiency bonus , the dice for this is a 1d4 (for example a proficiency of 3 = 3d4). At level 16 this dice advances to a D6 per Proficiency.
Healing this way consumes the mark, each mark may only be used once.
Channel Divinity: Ashes of Creation
Starting at 2nd level, you can use your Channel Divinity to harness your inner flame, radiating bright light.
As an action, you present your holy symbol, becoming a beacon of light and flame. Healing allies and burning foes, you deal 1d10 + Cleric level in healing or damage the number of targets is equal to your proficiency. (for example if you had 2 prof, then it would heal 2 or damage 2 or 1 and 1)
Fires of life
Beginning at 6th level, Whenever you cast a spell that deals fire or radiant damage, you can cause holy flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire and 1d4 Radiant damage.
This damage increases to 1d6 at level 12, and 1d10 at level 18.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the Phoenix. 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 to the target. When you reach 14th level, the extra damage increases to 1d8 of both.
Additionally dealing damage in this way can apply and trigger 1 (phoenix down) form an ally of your choice.
Saint of Radiant Flame
At 17th level, your blessed affinity with the Phoenix grows
When you are reduced to 0 hit points by an attacker you can see, you can use your reaction to fly up to twice your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 Radiant damage. You then fall unconscious and begin making death saving throws as normal. You are considered to have failed one of your Death saving throws if you would to have died outright.
Once you use this feature, you can’t use it again until you finish a long rest.
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