“In the flame, there is truth. What cannot endure the fire was never meant to last.”
— Varkun the Ember-Warden, Twin-Priest of Sujaz
The Fire Domain represents flame in all its forms: the hearth’s warmth, the forge’s light, the torch of revelation, and the consuming blaze of divine wrath. Gods who embody destruction, passion, purification, or elemental fury may grant this domain. Clerics of fire are as likely to be feared as they are revered. They are catalysts of change—burning away lies, weakness, and corruption to clear the way for something stronger.
Fire Domain Spells
You always have the following spells prepared, and they don’t count against the number of spells you can prepare.
Cleric Level | Spells |
3rd | Burning Hands, Flame Wreath , Scorching Ray, Heat Metal |
5th | Fireball, Beacon of Flame |
7th | Wall of Fire, Fire Shield |
9th | Flame Strike, Immolation |
Emberheart
3rd-Level Fire Domain Feature
You are wreathed in divine fire. You gain resistance to fire damage. When a creature within 5 feet of you hits you with a melee attack, it takes fire damage equal to your Wisdom modifier (minimum 1).
You also learn the Produce Flame cantrip (it doesn’t count against your cantrips known). When you cast it, it deals extra damage equal to your proficiency bonus.
Channel Divinity: Ignite the Blaze
3rd-Level Fire Domain Feature
You unleash divine flame in a controlled eruption.
As an action, you present your holy symbol and release a wave of radiant fire. Each creature of your choice within 15 feet must make a Dexterity saving throw. On a failed save, it takes fire damage equal to 2d10 + your cleric level and is ignited—taking 1d6 fire damage at the start of each of its turns until it or an adjacent creature uses an action to extinguish the flames. On a success, a creature takes half damage and is not ignited.
Flammable objects that aren’t being worn or carried are also set alight.
Burning Conviction
6th-Level Fire Domain Feature
Your divine fire becomes harder to resist. When you deal fire damage with a cleric spell or feature, you can ignore resistance to fire damage.
In addition, when you cast a spell that deals fire damage, you can cause one target of the spell to glow with divine embers until the end of your next turn. The next attack against that target before the end of your next turn has advantage.
Ashes Reborn
14th-Level Fire Domain Feature
You embrace fire as both end and beginning. When you drop to 0 hit points, you can use your reaction to erupt in flame and vanish into smoke. You instead drop to 1 hit point and teleport to an unoccupied space within 30 feet that you can see. All creatures of your choice within 10 feet of your original location must succeed on a Dexterity saving throw or take 4d10 fire damage.
Once you use this feature, you can’t use it again until you finish a long rest.