OGC:Flames Domain (5e Subclass)
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Clerical Divine Domain.
Fire is one of the oldest symbolic powers of mankind, a powerful friend or a terrible foe. It wards away the dark, makes possible the creation of weapons and armor, and destroys old life to make way for the new.
This domain belongs to many deities, all of whom might have different perspectives on the meaning of fire, such as Vulcan, Vahram, and Loki.
Flames Domain Spells
- 1st burning hands, faerie fire
- 3rd continual flame, scorching ray
- 5th fireball, revivify
- 7th fire shield, wall of fire
- 9th flame strike, scrying
At 1st level, you learn one of the following cantrips: fire bolt, produce flame, or sacred flame. When you cast the chosen cantrip, it ignores the target’s resistance to fire damage.
Also at 1st level, you gain proficiency with martial weapons.
Channel Divinity: Heart of the Flames
Starting at 2nd level, you can use your Channel Divinity to make your fires burn with unimaginable fury. When you deal fire damage, you deal maximum damage instead of rolling.
Channel Divinity: Flame Quencher
Starting at 6th level, you can use your Channel Divinity to quench flames that assail you. As a reaction, you grant yourself and any other creatures that you choose within a 30-foot radius resistance to fire damage, which lasts until the end of your next turn, and immediately extinguish any nonmagical fires that you choose within the same 30-foot radius.
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.
Avatar of Flames
At 17th level, you gain immunity to fire damage. In addition, if you are the target of a spell, effect, or attack that ignores fire immunity, you take only half damage.