January 5, 2018

Fire Domain

Divine Domain
Comments from the Knucle: I wrote this up for a friend as she set out to start running Princes of the Apocalypse set in Dark Sun.

Fire Domain

Gods of fireincluding Agni, the Black God, Loge, Prometheus, Svarog, Vahagn, and Vulcanare often worshiped by clerics with an obsession with or deep respect for the destructive nature of flame. These deities are temperamental, and might give fire to a primitive race one day, only to smite them from existence the next. Cultures of northern regions might worship a fire god out of respect and in thanksgiving for the warmth that flame provides. A tropical culture might live in the shadow of a volcano, and worship a fire god out of fear and supplication, begging the deity to let the volcano lay dormant.
     In some campaign settings, clerics of the Fire Domain do not worship a god of fire, but the Elemental Plane of Fire itself.

Fire Domain Spells
Cleric LevelSpells
1stburning hands, hellish rebuke
3rdcontinual flame, conjure flame primordial
5thfireball, protection from energy
7thconjure minor elementals, wall of fire
9thconjure elemental, immolation

Tongues of Fire
When you choose this domain at 1st level, you gain one cantrip that deals fire damage. It counts as a cleric cantrip for you, and does not count against your number of cantrips known. In addition, you can speak, read, and write Ignan.

Armor of Ignis
At 1st level, you can use your bonus action to invoke the blessing of your god: a searing aura. This aura has a radius of 5 feet and lasts until you dismiss it (no action required by you). Hostile creatures who end their turn within the aura take fire damage equal to your Wisdom modifier.
     Additionally, your divine blessing protects you from small nonmagical flames such as candles, torches, or coals, which will not harm you.

Channel Divinity: Inferno
Starting at 2nd level, you can use your Channel Divinity to channel the Elemental Plane of Fire through your body. As an action, you present your holy symbol, and fire surges out from you in a blistering inferno. Each creature you choose within 30 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 2d10 + your cleric level on a failed saving throw, or half as much damage on a successful one. Creatures within 10 feet of you have disadvantage on this saving throw. A creature that has total cover from you is not affected.

Acolyte of the Blaze
Starting at 6th level, you are more attuned to the Elemental Plane of Fire, and can exert greater control over your flames. When you deal fire damage, your fire burns supernaturally hot, ignoring a creature's resistance, but not immunity to fire damage. Additionally, you gain resistance to fire damage.

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

Lord Over Flame
Starting at 17th level, whenever you summon an elemental from the Elemental Plane of Fire, the elemental's stats are altered in the following ways:
  • A summoned elemental can attack one additional time when they take the Attack action.
  • A summoned elemental adds your proficiency bonus to their AC and damage rolls.
  • A summoned elemental gains a bonus to their hit points equal to your cleric level + your Wisdom modifier. 
     Additionally, while you are concentrating on a spell that summons an elemental from the Elemental Plane of Fire, you cannot lose your concentration on that spell as a result of taking damage.

New Spell
The following spell is available to clerics of fire.

Conjure Flame Primordial
2nd-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You reach into the Elemental Plane of Fire and call forth a flame primordial that appears in an unoccupied space that you can see within range. A flame primordial summoned by this spell disappears when it drops to 0 hit points, or when the spell ends.
     The summoned flame primordial is friendly to you and your companions. Roll initiative for the flame primordial, which has its own turn. It obeys any commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise it takes no actions.
     The DM has the flame primordial's statistics.

New Monster
This elemental might be useful for clerics of fire, as well as other elemental spellcasters.

Flame Primordial
Medium elemental, chaotic neutral

Armor Class 13
Hit Points 16 (3d8 + 3)
Speed 0 ft., fly 40 ft. (hover)

STR 10 (+0) DEX 16 (+3) CON 13 (+1)
INT 8 (-1) WIS 16 (+3) CHA 3 (-4)

Skills Acrobatics +5, Perception +5
Damage Vulnerabilities cold
Damage Immunities fire, poison
Senses blindsight 300 ft. (blind beyond this radius) passive perception 15
Languages Ignan
Challenge 1 (200 XP)

Death Burst. When the flame primordial dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 5 (2d4) fire damage on a failed save, or half as much on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Illumination. The flame primordial sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius, and dim light for an additional 15 feet. It can switch between these options as a bonus action.

Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

Changelog: 1/5/17: New Cantrip: Renamed Tongues of Fire, added Ingan language


  1. Cool. I really did feel that Light and Forge weren't enough.

    Primordial usually refers to very powerful creatures, it seems weird that it's something like a big mephit. Also, a summoning spell at 2nd level is interesting- the only other summoning spells of 1st and 2nd level are find familiar/steed, which aren't combat spells.

    It attacks for 2d10 per round with no action required, which is more than any other 2nd level spell, and gives you some buffer hp (if it's attacked). However, it's easy to stop, and has a low attack bonus.

    One last thing: The cleric should know Ignan. If they don't, they can't tell the primordial what to do because it doesn't understand them.

    1. Same here!

      Primordial is probably not the right word, but I couldn't publish the spell under its pervious name: "Conjure Atronach." I feel like Bethesda would have a bit of a problem with that xD

      And you're right, the Cleric should know Ignan. I'll add that in somewhere.

    2. Or even just call it flamekin or flameling.

  2. A cleric domain over weaponry actual weaponry unlike forge that sounds cool. Oh i forgot your one fighter archetype fits that niche better

  3. for the night is dark and full of terrors.

    1. Nah, the red priests are totally light clerics for me. This is something different.