Fire Domain, Variant (5e Subclass)
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The mortal races have long had a strong connection to fire; it is the mastery of fire that is the first technology developed by any group clawing its way toward civilization.
Fire is a primal force, and the gods who claim fire as a part of their portfolio are often similarly primal. Fire is a cornerstone of civilization, and yet at the same time it is never truly tamed; its presence invokes wariness of danger, and it remains strongly associated with unpredictability, destruction, and catastrophe. Clerics who have been granted the blessings of the Fire domain are often similarly regarded: though on the outside they might appear calm and in control, inside them roils a dangerous power that, when stoked and unleashed, can do as much to unmake civilization as to prop it up. Even at their calmest, clerics with this domain give the impression that smoldering embers lie just out of sight, waiting on the right trigger to fan the flames waiting at their fingertips.
Fire Domain Spells
As a Cleric of the Fire, you gain the following Domain spells at the appropriate levels. Domain spells are always considered prepared.
- Fire Domain Spells
|1st||burning hands, shield|
|3rd||flaming sphere, heat metal|
|7th||fire shield, wall of fire|
|9th||conjure elemental, wall of force|
1st-level Fire Domain feature
At 1st level, you gain proficiency with martial weapons and heavy armor. You also gain control flames, fire bolt, green-flame blade and produce flame cantrips. For you, these cantrips count as cleric cantrips.
1nd-level Fire Domain feature
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Radiance of the Fire
2nd-level Fire Domain feature
You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
6th-level Fire Domain feature
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature and take all the damage instead or use its reaction to grant resistance to all damage to the other creature.
8th-level Fire Domain feature
You are blessed with divine might in battle. When a creature takes damage from you, you can deal an extra 1d8 radiant or fire damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
17th-level Fire Domain feature
The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are on the same plane of existence. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.
Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:
- The creature has advantage on attack rolls, ability checks, and saving throws
- The creature gains resistance to all damage
- As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.