RustyDemiGod
2023-05-21, 03:30 AM
Earth and water come together in harmony to provide substance to the mortal shell that air gives breath. How then does fire contribute? Fire provides animation. The same spark that burns every forest and lights every sun has its spiritual sibling in the soul of all living beings.
This sacred flame has a name. Azoth. Azoth is the fire that burns within us all, and as with all aspects of mortal life there is duality. Students of this fire learn to harness this duality to heal and harm as needed. The gifted of this domain may bring forth a flame from their most destructive desires forming deep black Balefire, or ignite a torch from their own higher being creating golden Hallowedfire.
From the wandering healer to the battle hardened arsonist these clerics of sacred fire actively shape the fate of their world and their destinies.
True Flame Domain Spells
Level Spells
1st. Cure Wounds, Hellish Rebuke
3rd. Lesser Restoration, Heat Metal
5th. Animate Dead, Fireball
7th. Fire Shield, Wall of Fire
9th. Greater Restoration, Mass Cure Wounds
-Balefire: At first level you may draw upon the primordial force of destruction known as Balefire. Whenever you cast a cantrip or spell that deals fire damage you may convert half of the damage dealt, rounded down, into necrotic damage.
-Azoth’s Favor: 1st level- You know the FireBolt cantrip.
-Channel Divinity- Hallowed Fire: As an action you can use your Channel Divinity to imbue fire with a divine spark from your own soul to produce Hallowedfire. When casting a spell of 1st level or higher that deals fire damage you may use your Channel Divinity to convert this damage into Radiant and deal maximum damage instead of rolling.
If the modified spell deals damage over multiple rounds this modification only affects the first round. After this I initial damage the fire reverts back to its mundane counterpart, and the spell functions per normal.
-Soulfire Infusion: At 6th level when your character raises the undead she may bring forth those normally too burnt to be salvaged. You may also use a spark from the souls of those she heals to bring them protection as well as renewed vigor.
Undead may be raised from ashes to form skeletons or from charred remains to form zombies.
Undead brought back from burnt remains gain an increase in their hit point maximum equal to your cleric level.
Allies healed by you manifest a cloak of fire, the color of which is determined by the ally, to protect them. This flame provides the ally with temporary hit points equal to 2+ your cleric level.
-Searing Flames: (Blessed Strikes) When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or melee 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.
-Azoth Ascendant: You become a paragon of Azoth the motivating force. Your being is a font of sacred fire that gives and takes as it will.
Your body is overflowing with invigorating warmth. All healing performed by you is increased by 50% (half rounded down).
Your mastery of the sacred fire allows you to burn your enemies using their own life force. When you damage an enemy with Searing Flames you can cause the target’s life force to become unstable. The next time the affected is hit by a melee attack within one minute the enemy’s energy becomes critical dealing 4d4 fire damage to the target in addition to the melee damage. This effect can only be applied to one enemy once per round.
This sacred flame has a name. Azoth. Azoth is the fire that burns within us all, and as with all aspects of mortal life there is duality. Students of this fire learn to harness this duality to heal and harm as needed. The gifted of this domain may bring forth a flame from their most destructive desires forming deep black Balefire, or ignite a torch from their own higher being creating golden Hallowedfire.
From the wandering healer to the battle hardened arsonist these clerics of sacred fire actively shape the fate of their world and their destinies.
True Flame Domain Spells
Level Spells
1st. Cure Wounds, Hellish Rebuke
3rd. Lesser Restoration, Heat Metal
5th. Animate Dead, Fireball
7th. Fire Shield, Wall of Fire
9th. Greater Restoration, Mass Cure Wounds
-Balefire: At first level you may draw upon the primordial force of destruction known as Balefire. Whenever you cast a cantrip or spell that deals fire damage you may convert half of the damage dealt, rounded down, into necrotic damage.
-Azoth’s Favor: 1st level- You know the FireBolt cantrip.
-Channel Divinity- Hallowed Fire: As an action you can use your Channel Divinity to imbue fire with a divine spark from your own soul to produce Hallowedfire. When casting a spell of 1st level or higher that deals fire damage you may use your Channel Divinity to convert this damage into Radiant and deal maximum damage instead of rolling.
If the modified spell deals damage over multiple rounds this modification only affects the first round. After this I initial damage the fire reverts back to its mundane counterpart, and the spell functions per normal.
-Soulfire Infusion: At 6th level when your character raises the undead she may bring forth those normally too burnt to be salvaged. You may also use a spark from the souls of those she heals to bring them protection as well as renewed vigor.
Undead may be raised from ashes to form skeletons or from charred remains to form zombies.
Undead brought back from burnt remains gain an increase in their hit point maximum equal to your cleric level.
Allies healed by you manifest a cloak of fire, the color of which is determined by the ally, to protect them. This flame provides the ally with temporary hit points equal to 2+ your cleric level.
-Searing Flames: (Blessed Strikes) When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or melee 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.
-Azoth Ascendant: You become a paragon of Azoth the motivating force. Your being is a font of sacred fire that gives and takes as it will.
Your body is overflowing with invigorating warmth. All healing performed by you is increased by 50% (half rounded down).
Your mastery of the sacred fire allows you to burn your enemies using their own life force. When you damage an enemy with Searing Flames you can cause the target’s life force to become unstable. The next time the affected is hit by a melee attack within one minute the enemy’s energy becomes critical dealing 4d4 fire damage to the target in addition to the melee damage. This effect can only be applied to one enemy once per round.