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.
|1st||burning hands, hellish rebuke|
|3rd||flaming sphere, heat metal|
|7th||conjure minor elementals, wall of fire|
|9th||conjure elemental, flame strike|
Allied to the Fire
Also starting at 1st level, you gain resistance to fire damage.
Channel Divinity: Stoke the Blaze
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.
Untouched by the Flame
Starting at 17th level, you become immune to fire damage.
The Book of the Righteous, Copyright 2002, 2017, Aaron Loeb