Base Class: Cleric
These clerics look into the mysteries of fire and wields it to protect their friends and family.
Domain Spells
1st-level Wildfire Domain feature
You gain domain spells at the cleric levels listed in the Wildfire Domain Spells table. See the Divine Domain class feature for how domain spells work.
Wildfire Domain Spells
CLERIC LEVEL | SPELLS |
---|---|
1st |
|
3rd |
|
5th |
|
7th |
|
9th |
Truth of Flames
When you choose this domain at 1st level, you become proficient in Insight.
Warding Flare
Also at 1st level, you can interpose wildfire 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 light 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: Flame Spirit
Starting at 2nd level, you can use your Channel Divinity to harness divine fire.
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Channel Divinity feature to summon your wildfire spirit.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
WILDFIRE SPIRIT
Small elemental
Armor Class 13 (natural armor)
Hit Points 5 + five times your cleric level
Speed 30 ft., fly 30 ft. (hover)
Damage Immunities fire
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Flaming Hiss. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Enhanced Bond
Starting at 6th level, your wildfire bond helps protect you. While your wildfire spirit is summoned, you have resistance to fire, and you can also use your Warding Flare feature when a creature that you can see within 30 feet of you or your spirit attacks a creature other than you.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes. 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
.
Blazing Revival
Starting at 17th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments