Fire Domain

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Cleric Subclass - Fire Domain

Flavour Text

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Domain Spells

You gain domain spells at the cleric levels listed in the Fire Domain Spells table. See the Divine Domain class feature for how domain spells work.

Fire Domain Spells

Cleric Level Spells
1st burning hands, searing smite
3rd aganazzar’s scorcher, scorching ray
5th melf's minute meteors, fireball
7th fire shield, wall of fire
9th immolation, flame strike

Fire Cantrips

When you choose this domain at 1st level you gain two cantrips from the following list: Control Flames, Create Bonfire, Fire Bolt, Green-Flame Blade, Produce Flame. For you, these cantrips count as cleric cantrips.

Channel Divinity: Divine Ignition

Starting at 2nd level, you can use your Channel Divinity to unleash the wild destruction of fire.

As an action, you present your holy symbol. Select a number of creatures equal to your Wisdom Modifier (minimum 1) that you can see within 30 feet. Each creature must make a Dexterity saving throw. A creature takes fire damage equal to 2d6 + your cleric level on a failed saving throw, and half as much damage on a successful one. In addition, any creature that fails this save ignites in flame.

When a creature is ignited, at the start of each of its turns for the next minute they must make a Dexterity saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the flames are extinguished. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the flames are extinguished.

Channel Divinity: Redirected Flames

Starting at 6th level, you can use your Channel Divinity to weave and redirect the fury of fire.

When you would take fire damage, you may instead use your reaction to redirect the attack. You gain resistance to that instance of the damage, and may choose a creature within 15 feet of you. That creature must succeed a DEX saving throw, or take half of the original damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Comforting Fire

Starting at 17th level the fire of your god begins to burn bright within you, keeping you and those around you warm and safe. You become immune to the effects of cold temperatures (see the “Wilderness Survival” section in chapter 5 of the Dungeon Master's Guide), as do up to ten companions while they’re within 60 feet of you and you are not incapacitated.

In addition, you can use your connection to the flames to keep your allies safe. When you or a creature within 30 feet of you takes cold or fire damage, you can use your reaction to grant immunity to the creature to that instance of the damage.

 

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