TEXT:  
  Divine Domain 
  In a pantheon, every deity has influence over different 
  aspects of mortal life and civilization, called a deity’s 
  domain. All the domains over which a deity has influence 
  are called the deity’s portfolio. For example, the portfolio 
  of the Greek god Apollo includes the domains of 
  Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence over 
  the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of the 
  deity that appeals to you most. 
       Each domain’s description gives examples of deities 
  who have influence over that domain. Gods are included 
  from the worlds of the Forgotten Realms, Greyhawk, 
  Dragonlance, and Eberron campaign settings, as well as 
  from the Celtic, Greek, Norse, and Egyptian pantheons of 
  antiquity. 
  Fire Domain 
  Gods of fire―including Agni, the Black God, Loge, 
  Prometheus, Svarog, Vahagn, and Vulcan―are 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 Level 
  Spells 
  1st 
  burning hands, hellish rebuke 
  3rd 
  continual flame, conjure flame primordial 
  5th 
  fireball, protection from energy 
  7th 
  conjure minor elementals, wall of fire 
  9th 
  conjure elemental, immolation 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tongues of Flame 
  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. 
  ACTIONS 
  Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one 
  target. Hit: 11 (2d10) fire damage. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Fire Domain.pdf