Cleric subclass
The gods of the Fire domain embody one of the most primal and paradoxical forces in existence -- fire in all its forms, from the humble hearth to raging infernos. As masters of this untameable element, these deities reflect fire's dual nature as both foundation and destroyer of civilizations. Their clerics are similarly complex figures, appearing outwardly composed while harboring tremendous power within. Though they might present a calm demeanor, those who know them sense the barely contained energy of a wildfire, understanding that these priests command forces that can either forge new wonders or reduce everything to ash.
Cleric Spell |
Spells |
1st | burning hands, hellish rebuke |
3rd | flaming sphere, heat metal |
5th | daylight, fireball |
7th | conjure minor elementals (fire only), wall of fire |
9th | conjure elemental (fire only), flame strike |
When you choose this domain at 1st level, you gain the fire bolt and produce flame cantrips if you don't already know them. These cantrips count as cleric spells for you.
Also starting at 1st level, you gain resistance to fire damage.
Starting at 2nd level, you can use your Channel Divinity to cause the flames created by your spells to burn with an intensity stoked by divine power.
When you roll fire damage, after you have rolled you can use your Channel Divinity to deal maximum damage to a single target, instead of what you rolled.
Beginning at 6th level, when you would cast a spell that deals fire damage, you can choose for half of the damage dealt to be radiant damage, and the rest to be fire damage. You must make this decision before you resolve the spell's effect.
Beginning at 8th level, when you deal damage with any cleric cantrip, add your Wisdom modifier to the damage.
Starting at 17th level, you become immune to fire damage.
The Book of the Righteous. Green Ronin Publishing, 2017.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA