|1st||Burning Hands, Absorb Elements|
|3rd||Aganazzar’s Scorcher, Pyrotechnics|
|5th||Flame Arrows, Flaming Sphere|
|7th||Wall of Fire, Elemental Bane|
|9th||Conjure Elemental, Immolation|
When you choose this domain at 1st level, you gain the produce flame and firebolt cantrips if you don’t already know them and learn the Ignan language.
Also at 1st level, you can immolate the targets of your spells that deal fire damage. When you deal fire damage with a spell you cast, the target must make a Dexterity saving throw against your Spell Save DC or catch fire. An affected target takes fire damage equal to 1d8 + your cleric level at the start of each turn. A creature can take an action to extinguish the flames, which ends this effect. Anything that smothers the fire also ends the effect.
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: Divine Fire
Starting at 2nd level, you can use your Channel Divinity to infuse your flames with divine power. When you would roll fire damage, you may use your Channel Divinity to turn half the damage to radiant or necrotic damage and deal maximum damage instead of rolling.
At 6th level, when you cast a spell that would deal fire damage to creatures you can see, choose a number of them equal to 1 + the spell’s level. A chosen creature becomes immune to the damage from that spell.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Form of Fire
Also at 17th level, you can transform yourself into a being of living fire and remain in that form for up to 1 hour, until you use an action to return to your normal form, or until you
become unconsciousness. While in this form you have all of the following benefits:
- You are affected as if by the fire shield spell (warm shield only).
- You increase your speed by 20 feet.
- You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
- You are immune to fire and poison damage.
- You are immune to the grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
Once you use this feature, you cannot use it again until after you complete a long rest.