Fire Domain

Since the very dawn of civilization, those who commanded fire commanded other. A partnership with the most destructive and most useful element was, and always has been, the key to survival and success.

Thus is has been since the Beginning, and so shall it be after the End. Clerics of Fire seek not to control the element, but to nurture it, kindling their own flames – for ends known only to themselves.

Fire Domain Spells
Cleric Level Spells
1st burning hands, hellish rebuke
3rd heat metal, scorching ray
5th fireball, daylight
7th fire shield, wall of fire
9th conjure elemental (fire only), flame strike

Disciple of Fire

At 1st level, you know the control flames and firebolt cantrips. You are acclimated to hot environments.

Channel Divinity: Fuel The Flames

At 2nd level, when you roll for fire damage, you may use your Channel Divinity to deal the maximum amount of damage instead.

Extinguish

At 6th level, when you or a creature you can see within 30 feet of you takes fire or lightning damage, you may use your reaction to grant that creature resistance against that instance of the damage.

Potent Flame

At 8th level, whenever you deal fire damage with a cantrip, you may add your Wisdom modifier to the damage.

Tempered In Heat

At 17th level, you gain resistance to fire and lightning damage.

Section 15: Copyright Notice

Deadworlds: A Post-Apocalyptic Expansion for the World's Greatest Roleplaying Game Copyright 2017 PondStrider Games. Author George Sutherland Howard

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