
Flame domain
The flame is the warmth that creates life, and the flame destroys the unworthy and purifies the world. The clerics of the flame are a pragmatic bunch who are adept at both subterfuge and martial combat, and it is the flame of their deities that are capable of burning away heathens. They are also inclined to othering - creating an enemy group to justify their radical actions - be they other races, monstrosities, or undead, to invigorate themselves as crusaders against evil and the only faith with the will and righteousness to do what is necessary to destroy the great evils of the world. Most of all the deities of flame present themselves as the saviours of the world and the sword that will destroy the darkness whatever form it takes. The deities of flame include R'hllor (A song of Ice and Fire) and the Eternal Flame (The Witcher).
Flame Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Brand of Fire, Faerie Fire |
| 3rd | Alter Self, Detect Thoughts |
| 5th | Fear, Fireball |
| 7th | Glamour, Summon Shadow |
| 9th | Flaming Vortex, Immolation |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.
The Flame Burns Eternal
Also at first, when you take damage from a creature you can see you can use a reaction, you reduce the damage of an attack by 1d8 + your Cleric level.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Fiery Heart
Starting at 2nd level you can use your Channel Divinity to bring the radiant flames of the gods down upon the heathens and sinners. When you roll fire or radiant,
you can use your Channel Divinity to deal maximum damage, instead of rolling.
Channel Divinity: Kiss of the Red God
Starting at 6th level, you can use your Channel Divinity to return the dead to life.
As an action, you give a creature that has died within the last hour the Kiss of the Red God. The creature returns to life with hit points equal to your Wisdom modifier + half your cleric level (rounded up). Both you and the targeted creature gain two points of exhaustion. A creature can only benefit from Kiss of the Red God once every 24 hours.
Variant: Lasting Damage
It is my recommendation that a creature that benefits from the Kiss of the Red God suffers lingering damage, be that psychological, physical, or to their memory; examples being a fear of something that had killed them, the loss of an eye, or forgetting the person they are betrothed to. It is best to discuss this with a player character should it happen to them, otherwise integrate it to an NPC.
Holy flame
At 8th level, you gain the ability to infuse your weapon strikes with fiery 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 damage fire damage. When you reach 14th level, the extra damage increases to 2d8.
When you use this feature you ignite your melee weapon with flames providing bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally you can keep your sword burning indefinitely providing it remains in your hands.
Flame’s Avatar
At 17th level, you gain resistance to fire and radiant damage. Additionally when you take fire damage you gain 5 feet of movement on your next turn. You can only gain 5 feet of movement once per round.
Image Credit
Red priestess performing the night ritual by Jen Zee
New Spells
Brand of Fire
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You brand a target with a simple symbol or word anywhere on their exposed body. Make a melee spell attack against a target. On a hit the target takes 2d10 fire damage to the target and leaves a large, permanent scar.
Cleansing Fire
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a holy candle)
- Duration: Instantaneous
You shoot a bolt of radiant fire at a single target in range that you can see. Make a ranged spell attack against the target. On a hit the target takes 6d6 fire damage and 6d6 radiant damage.
An undead or fiend takes an additional 2d6 radiant damage.
A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 (for both fire and radiant) for each slot level above 5th.
Flaming Vortex
5th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration up to 1 minute.
You create a flaming tornado with a 10ft radius. When a creature enters the area for the first time or is in the affected area at the end of its turn it must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much on a success.
As a bonus action on your turn, you can move the weapon up to 20 feet, or as an action on your turn you can move the weapon up to 40 feet, causing any target forcing any creature engulfed by it to make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much on a success.
You cannot move the vortex as an action and as a bonus action, and a creature can only become subject to damage from Flaming Vortex once per turn.
Glamour
4th-level Illusion
- Casting Time: 10 minutes
- Range: self
- Components: V, S, M (cosmetics worth 20gp, and a gem worth at least 100 gps)
- Duration: up to 12 hours
You create minor illusions around youself that makes you appear visually stunning, and bedazzles anyone any intelligent creature that can see you. Upon looking at you an intelligent creature must make a Wisdom saving throw, on a failure you gain advantage on all Charisma checks against any creature that fails a Wisdom saving throw upon looking at you. A creature remains unaware of the use of magic or if they were charmed by it.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Summon Shadow
4th-level Conjuration
- Casting Time: 1 action
- Range: 6 feet
- Components: V, S
- Duration: Concentration up to 8 hours.
You birth shadows from even the smallest shadows that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One Shadow Assassin of Challenge rating 2
• Two Shadow Warriors creatures of Challenge rating 1
• Four shadows of Challenge rating 1/2
A summoned creature disappears when it drops to 0 Hit Points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions.
Shadows as servants of the light
‘There are no shadows in the dark. Shadows are the servants of the light, the children of fire. The brightest flame casts the darkest shadows.’ - A Clash of Kings, Chapter 42, Davos II, George R.R. Martin.
Shadow Warrior
Medium Undead, Unaligned
- Armor Class 13
- Hit Points 38 (7d8+7)
- Speed 40ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 8 (-1)
- Skills Stealth +4 (+6 in dim light or darkness)
- Damage Vulnerabilities radiant, damage from silvered weapons
- Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons
- Damage Immunities necrotic, poison
- Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses Senses darkvision 60ft., passive Perception 10
- Languages understands the languages of its creator but can't speak
- Challenge 1 (200 XP)
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Multiattack. The Shadow makes two Claw attacks.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 10 (2d8 + 1)
Shadow Assassin
Medium Undead, Unaligned
- Armor Class 13
- Hit Points 55 (10d8+10)
- Speed 40ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 12 (+1) 2 (-4) 12 (+`) 8 (-1)
- Skills Perception +3 Stealth +5 (+7 in dim light or darkness)
- Damage Vulnerabilities radiant, damage from silvered weapons
- Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons
- Damage Immunities necrotic, poison
- Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses Senses darkvision 60ft., passive Perception 13
- Languages understands the languages of its creator but can't speak
- Challenge 2 (450 XP)
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Assassinate. During its first turn, the Shadow has advantage on Attack rolls against any creature that hasn't taken a turn. Any hit the shadow scores against a surprised creature is a critical hit.
Shadow Speed. The Shadow has advantage on initiative rolls.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Sneak Attack. (1/Turn): The Shadow deals an extra 7 (2d6) damage when it hits a target with a claw Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of the Shadow that isn't Incapacitated and the Shadow doesn't have disadvantage on the Attack roll.
Actions
Multiattack. The Shadow makes two Claw attacks.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2)