Flame Domain (5e Subclass)
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The Flame
The Flame is one of twelve closely-guarded fighting styles, known as the Zodiac Of Pain. The Flame revolves around defending fallen allies and crushing enemies with a combination of magic and martial prowess. Originally, the Zodiac Of Pain referred to twelve adventurers who used dark magic to slaughter the forces of darkness. They each founded thier own school of combat, and they each chose twelve others to lead thier school. The hierarchy of a Zodiac Of Pain school is twelve ranks, each containing twelve students who are sub-ranked within that rank. When a student feels ready, they can challenge the one from the rank above that corresponds to thier sub-rank to a duel. If the challenger wins, they swap places. If they lose, they decrease in the standings of thier rank. When a student is in the twelfth rank, they can challenge a master. If they win, they become a master too and the school searches for a new recruit. A student has twelve years to learn the ways of thier Zodiac Style and to become a master, and if they fail they are killed to keep the order a secret.
- 1st level
- Zodiac Of Pain Induction:
You gain a Zodiac Of Pain charge. You can use it to fuel your Zodiac Of Pain abilities. Your Zodiac Of Pain charges are refilled after you finish a long rest. At 10th level, you gain a second Zodiac Of Pain charge. At 15th level, you regain one after you finish a short rest. At 20th level, you gain a third Zodiac Of Pain charge.
- 1st level
- Bonus Proficiencies:
You are proficient with martial weapons and all armour.
- 1st level
- Vengeance:
Your weapon and spell attacks deal an extra 1d6 damage while an ally is on 0 hit points within 120 feet of you. If an ally dies, you deal this bonus damage for 24 hours. You always deal this bonus damage against an enemy that killed an ally. Whenever you gain a feature from this Divine Domain after first level, the number of damage dice from this feature increases by 1.
- 1st level
- Relentless:
You may expend a Zodiac of Pain charge when you are reduced to 0 hp to regain 1 hp and make an attack or cast a spell with a casting time of 1 action.
- 6th level
- Brutal Strikes:
You land a critical hit on a roll of 19 or 20 with your cantrips attack rolls and weapon attack rolls.
- 8th level
- Vengeful Smite:
Once per turn, you can choose to deal an extra 1d8 Psychic damage when you hit an enemy with your weapon attack. From 14th level onwards, this extra damage becomes 2d8.
- 17th level
- Determined Resistance:
You regain 5 + your Wisdom modifier hit points at the start of each of your turns. You do not gain these if you have 0 hit points or if you have more than 50% of your maximum hit points remaining. If an ally dies, this feature does function if you have more than 50% HP remaining and it does so until your hit points are full or you finish a long rest. You still don't regain hit points from this feature with 0 hit points though.
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