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Fire Domain-Suggestions?
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<blockquote data-quote="RustyDemiGod" data-source="post: 9356930" data-attributes="member: 7045709"><p>Fire Domain</p><p></p><p></p><p></p><p>For as long as mortals can remember fire has provided warmth, light, and protection from those things that dwell in the dark places. Clerics of the Flame understand the necessity of fire to survival. When they are not bringing warmth to the hearth, they are bringing purging flame to the wicked.</p><p></p><p></p><p></p><p>Fire Domain Spells</p><p></p><table style='width: 100%'><tr><td>Cleric Level</td><td>Spells</td></tr><tr><td>1st</td><td>Hellish Rebuke, Burning Hands</td></tr><tr><td>3rd</td><td>Heat Metal, Scorching Ray</td></tr><tr><td>5th</td><td>Melf’s Minute Meteors, Ashardalon’s Stride</td></tr><tr><td>7th</td><td>Fire Shield, Wall of Fire</td></tr><tr><td>9th</td><td>Flame Strike, Immolation</td></tr></table><p></p><p></p><p>-Fire In The Blood: Starting at first level, you gain the Control Flames Cantrip. For you this Cantrip counts as a Cleric Cantrip, and does not count against the number of Cleric Cantrips that you know.</p><p></p><p></p><p></p><p>-Forged in Faith: At 1st level, you gain resistance to Fire damage.</p><p></p><p></p><p></p><p>-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than fire elementals, are turned for 1 minute or until it takes damage. If the Elemental is fire based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action.</p><p></p><p> A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p><p></p><p> If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.</p><p></p><p></p><p></p><p>-Blue Flame: Starting at 6th level, your fire burns exceedingly hot, and may turn blue from the intense heat. Your abilities and spells ignore Fire Resistance.</p><p></p><p></p><p></p><p>-Blessed Burning: When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.</p><p></p><p></p><p></p><p>-Primordial Mastery: Starting at 17th you gain immunity to Fire damage.</p><p></p><p> Additionally, whenever you are targeted by an effect, spell, or any other attack that deals Fire damage, you can use your reaction redirect that damage to a different target. A target of your choice, within 30ft of you, must make a Dexterity saving throw against your spell save DC. On a failure they take Fire damage equal to the redirected attack’s damage, or half as much on a success.</p></blockquote><p></p>
[QUOTE="RustyDemiGod, post: 9356930, member: 7045709"] Fire Domain For as long as mortals can remember fire has provided warmth, light, and protection from those things that dwell in the dark places. Clerics of the Flame understand the necessity of fire to survival. When they are not bringing warmth to the hearth, they are bringing purging flame to the wicked. Fire Domain Spells [TABLE] [TR] [TD]Cleric Level[/TD] [TD]Spells[/TD] [/TR] [TR] [TD]1st[/TD] [TD]Hellish Rebuke, Burning Hands[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]Heat Metal, Scorching Ray[/TD] [/TR] [TR] [TD]5th[/TD] [TD]Melf’s Minute Meteors, Ashardalon’s Stride[/TD] [/TR] [TR] [TD]7th[/TD] [TD]Fire Shield, Wall of Fire[/TD] [/TR] [TR] [TD]9th[/TD] [TD]Flame Strike, Immolation[/TD] [/TR] [/TABLE] -Fire In The Blood: Starting at first level, you gain the Control Flames Cantrip. For you this Cantrip counts as a Cleric Cantrip, and does not count against the number of Cleric Cantrips that you know. -Forged in Faith: At 1st level, you gain resistance to Fire damage. -Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than fire elementals, are turned for 1 minute or until it takes damage. If the Elemental is fire based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action. A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned. -Blue Flame: Starting at 6th level, your fire burns exceedingly hot, and may turn blue from the intense heat. Your abilities and spells ignore Fire Resistance. -Blessed Burning: When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. -Primordial Mastery: Starting at 17th you gain immunity to Fire damage. Additionally, whenever you are targeted by an effect, spell, or any other attack that deals Fire damage, you can use your reaction redirect that damage to a different target. A target of your choice, within 30ft of you, must make a Dexterity saving throw against your spell save DC. On a failure they take Fire damage equal to the redirected attack’s damage, or half as much on a success. [/QUOTE]
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