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<blockquote data-quote="Rhineglade" data-source="post: 6833081" data-attributes="member: 6801931"><p><strong>FIRE DOMAIN</strong></p><p></p><p>The Fire Domain focuses on the aspect of Elemental Fire and its flexibility and power. Fire is the crucible against which all things are judged. It burns off the impure leaving only the pure product. Fire is a tool that serves and protects. It provides light and heat. It allows for cooking of food and thus provides life. Yet fire can also bring death. It can blister and burn. It destroys all within its path leaving soot and ash. Fire is passion and rage.</p><p></p><p><strong>Fire Domain Spells</strong></p><p><strong></strong></p><p><strong>Cleric Level Spells</strong></p><p>1st <em>absorb elements*, burning hands</em></p><p>3rd <em>pyrotechnics*, scorching ray</em></p><p>5th <em>fireball, flame arrows</em></p><p>7th <em>conjure minor elemental (fire only), wall of fire</em></p><p>9th <em>conjure elemental (fire only), immolation*</em></p><p></p><p>* indicates a spell from Princes of the Apocalypse</p><p></p><p><strong>Bonus Proficiency</strong></p><p>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p><p></p><p><strong>One with the Flame</strong></p><p>At 1st level, you gain advantage on saves against fire spells and fire damage. You also gain the ability to speak, read and write Ignan, the language of Elemental Fire.</p><p><strong></strong></p><p><strong>Channel Divinity: Aura of Flames</strong></p><p>Starting at 2nd level, you can present your holy symbol and cause a blazing aura of flame to surround you. The aura provides bright light out to 30 feet and dim light an additional 10 feet. Enemies within 5 feet of you suffer 2d8 fire damage. The aura lasts until the beginning of your next turn.</p><p></p><p><strong>Divine Fire</strong></p><p>At 6th level, the fire that your magic can create can overcome an enemies resistance. You can ignore an enemy's fire resistance .</p><p></p><p><strong>Divine Strike</strong></p><p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p><p></p><p><strong>Channel Divinity: Command the Elements</strong></p><p>At 17th level, you can command fire creatures with your Channel Divinity power similar to the way an evil cleric can command the undead. As an action, you present your holy symbol and speak a prayer of fiery majesty. One fire creature of your choice within 30 feet of you must make a Wisdom saving throw against your cleric spell DC. If the creature fails, you can command it to perform its next action: Attack (another creature of your choice within reach of the target), Dash, Drop an item it's holding, Flee, Grovel or Halt.</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6833081, member: 6801931"] [B]FIRE DOMAIN[/B] The Fire Domain focuses on the aspect of Elemental Fire and its flexibility and power. Fire is the crucible against which all things are judged. It burns off the impure leaving only the pure product. Fire is a tool that serves and protects. It provides light and heat. It allows for cooking of food and thus provides life. Yet fire can also bring death. It can blister and burn. It destroys all within its path leaving soot and ash. Fire is passion and rage. [B]Fire Domain Spells Cleric Level Spells[/B] 1st [I]absorb elements*, burning hands[/I] 3rd [I]pyrotechnics*, scorching ray[/I] 5th [I]fireball, flame arrows[/I] 7th [I]conjure minor elemental (fire only), wall of fire[/I] 9th [I]conjure elemental (fire only), immolation*[/I] * indicates a spell from Princes of the Apocalypse [B]Bonus Proficiency[/B] When you choose this domain at 1st level, you gain proficiency with heavy armor. [B]One with the Flame[/B] At 1st level, you gain advantage on saves against fire spells and fire damage. You also gain the ability to speak, read and write Ignan, the language of Elemental Fire. [B] Channel Divinity: Aura of Flames[/B] Starting at 2nd level, you can present your holy symbol and cause a blazing aura of flame to surround you. The aura provides bright light out to 30 feet and dim light an additional 10 feet. Enemies within 5 feet of you suffer 2d8 fire damage. The aura lasts until the beginning of your next turn. [B]Divine Fire[/B] At 6th level, the fire that your magic can create can overcome an enemies resistance. You can ignore an enemy's fire resistance . [B]Divine Strike[/B] At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. [B]Channel Divinity: Command the Elements[/B] At 17th level, you can command fire creatures with your Channel Divinity power similar to the way an evil cleric can command the undead. As an action, you present your holy symbol and speak a prayer of fiery majesty. One fire creature of your choice within 30 feet of you must make a Wisdom saving throw against your cleric spell DC. If the creature fails, you can command it to perform its next action: Attack (another creature of your choice within reach of the target), Dash, Drop an item it's holding, Flee, Grovel or Halt. [/QUOTE]
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