Fire

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FIRE DOMAIN SPELLS

1st – Burning hands, Searing smite
3rd – Continual flame, Scorching ray
5th – Fireball, Protection from energy
7th – Conjure minor elemental*, Wall of fire
9th – Conjure elemental*, Flamestrike

  • Summoned Creature: Must be of the Fire type.

Archetype Feature
Bonus Cantrip: At 1st level, you gain the fire bolt cantrip if you don’t already know it. This cantrip counts as a cleric cantrip for you.

Archetype Feature
Flame Channeler: Beginning with 1st level, you can use your Channel Divinity’s Turn feature to affect any creature with the Elemental (Water or Fire) type in the same manner as turning undead.

Additionally, you gain proficiency in Intimidation, and you can read, write and speak the primordial language.

Archetype Feature
Sculpt Spells: Beginning at 2nd level, you can create pockets of relative safety within the effects of your fire spells. When you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Archetype Feature
Channel Divinity: Fire Shield
Starting at 6th level, you can use your Channel Divinity to wreath yourself in holy fire for 1 minute. You shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the effect early by using an action to dismiss it. The flames provide you with a warm shield which grants you resistance to cold damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame dealing the attacker 2d8 fire damage.

Archetype Feature
Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Archetype Feature
Divine Evoker: Starting at 17th level, when you would normally roll one or more dice to deal damage with a spell, you instead use the highest number possible for each die. For example, instead of dealing 2d6 damage to a creature, you deal 12.

Read more: http://www.enworld.org/forum/5earchetypes/showentry.php?e=44&catid=1#ixzz3JDStVCHk

Fire

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