Divine Domain - Silver Flame


For many years the priests and paladins from the Church of the Silver Flame have combatted extraplanar threats and the undead. With purifying fire, they seek to cleanse the world of supernatural, and sometimes natural, evil. Such warriors of the flame often travel the length and breadth of khorvaire fighting against fiends, undead, and other creatures that would beguile and twist the people for their own ends.

The militancy of these traveling warriors varies. Some are extremists, who would as soon put a village to the torch as an individual, while others are more moderate in their approach. Regardless, their reputation often preceeds them.

Silver Flame

When you take this domain at 1st level, you add the Sacred Flame cantrip to your list of spells known. You also gain proficiency with your choice of the Religion or History skills.

Domain Spells

Cleric Level Spells
1st Burning Hands, Detect Evil and Good
3rd Continual Flame, Moonbeam
5th Remove Curse, Fireball
7th Banishment, Guardian of Faith
9th Dispel Evil and Good, Summon Celestial

Channel Divinity: Divine Censure

From 2nd level you can invoke your channel divinity as an action to censure one creature of the undead, fiend, or fey types that you can see within 30ft. They must succeed on a Charisma saving throw or be Stunned until the end of your next turn. On a successful save they resist the stun, but the censure reduces their movement speeds to 0 until the end of your next turn instead.

Channel Divinity: Exorcise

From 2nd level you can use your Channel Divinity as an action to force out a creature possessing another. When you do so you touch the possessed creature and force them to make a Wisdom saving throw. On a fail, they are forcefully expelled from the creature they are possessing. On a success they remain in place, but have disadvantage on the next saving throw they make.

Persistent Flame

Starting at 6th level, your Sacred Flame burns longer and affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your Sacred Flame, the creature takes half the damage.

In addition, you may cast Sacred Flame as a bonus action on your turn. When you do so, it only deals 1d8 damage and does not scale with your level. It still scales normally when cast as part of your action.

Finally, any Fire damage spell you cast can change half its damage to Radiant, and vice versa.

Resist Possession

From 6th level you have advantage on any saving throws you make against being possessed. If a creature attempts to possess you and fails, they take psychic damage equal to your cleric level.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Your Potent Spellcasting can only apply to a cantrip once per turn.

Enhanced Censure

From 8th level your Divine Censure can now also affect abberation and monstrosity type creatures, in addition to undead, fiend, or fey.

Guardian Flames

From 17th level whenever you cast a spell that targets a creature, you may choose to surround either the target or yourself with silver flames, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. Whoever gains the flames gains resistance to Cold damage. In addition, whenever a creature within 5 feet of the guarded creature hits them with a melee attack, the shield erupts with flame. The attacker takes 2d8 radiant damage. This lasts for 10 minutes, or until you apply Guardian Flames to a new creature.

Though Summon Celestial does not target a creature directly, when you cast it the summoned creature is a viable target for Guardian Flames.