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Specialty cleric: Fire Temple Cultist of the Eternal Flame

The Eternal Flame Priests are the zealots of the Cult of the Eternal Flame, a faction within the Temple of Elemental Evil that sees fire as both destruction and rebirth. To them, all things must burn so that something greater can rise from the ashes. These fanatics are ruthless and fearless, spreading flames across the land to purify the weak and unworthy, ensuring that fire alone will remain when the Elder Elemental God awakens.

Specialty cleric: Fire Temple Cultist of the Eternal Flame

The Eternal Flame Priests are the zealots of the Cult of the Eternal Flame, a faction within the Temple of Elemental Evil that sees fire as both destruction and rebirth. To them, all things must burn so that something greater can rise from the ashes. These fanatics are ruthless and fearless, spreading flames across the land to purify the weak and unworthy, ensuring that fire alone will remain when the Elder Elemental God awakens.

  • Race: Human
  • Alignment: Chaotic Evil
  • Armor Class: 7 (Leather Armor)
  • Hit Dice: 5d8+10 (52 hp)
  • Movement: 12"
  • THAC0: 18
  • Attacks: 1 per round
  • Damage: Scimitar (1d6+2) or Spell

hit dice: 1d8
hit points at 1st level: 7
hit points at higher levels:
armor proficiencies: Leather armor, studded leather, bucklers
weapon proficiencies: Scimitar, Dagger, Mace, Staff
tools:
saving throws: -
  • Paralyzation, Poison, Death Magic: 11
  • Petrification, Polymorph: 12
  • Breath Weapon: 14
  • Rod, Staff, Wand: 13
  • Spells: 15
  • skills:
    starting equipment:

    • Leather Armor (AC 7)
    • Scimitar (1d6+2)
    • Burning Talisman (Cult Symbol)
    • Vials of Sacred Oil (Used for Rituals and Arson)


    spellcasting:

    Eternal Flame Priests wield the devastating and purifying power of fire, leaving only ashes in their wake.

    Cantrips (At Will)

    • Control Flames – Manipulates nearby flames, increasing or decreasing their size.
    • Create Bonfire – Summons a small, lasting fire.
    • Fire Bolt – Hurls a small bolt of fire at an enemy.
    • Light – Magically illuminates an object or area.

    1st-Level Spells

    • Burning Hands – Unleashes a fan of flames.
    • Expeditious Retreat – Increases movement speed.
    • Mage Armor – Provides magical protection to an ally.

    2nd-Level Spells

    • Blur – Creates an illusionary distortion, making the caster harder to hit.
    • Scorching Ray – Fires multiple beams of burning energy.
    • Flame Arrows – Imbues ammunition with fiery energy.
    • Pyrotechnics – Manipulates fire to create blinding flashes or choking smoke.

    3rd-Level Spells

    • Fireball – A massive explosion of flames, incinerating everything in its radius.

    Higher-Level Spells (Optional Expansions)

    • Flame Strike (4th Level) – Calls down divine fire upon enemies.
    • Summon Fire Elemental (4th Level) – Calls forth an air elemental.
    • Conjure Fire Elemental (5th Level) – Summons a greater air elemental to obey the priest’s commands.
    • Wall of Fire (4th Level) – Creates a burning wall that sears anyone who approaches.
    • Immolation (5th Level) – Engulfs a creature in holy fire until it is reduced to ash.
    • Delayed Blast Fireball (7th Level) – A delayed explosion of even greater intensity.

    class features:
    • Flame’s Blessing: The priest has resistance to fire damage and cannot be harmed by normal flames.
    • Ignite Weapon: As a bonus action (once per day), the priest may wreath their melee weapon in flames, dealing +1d6 fire damage for one turn.
    • Fanatic’s Fervor: Eternal Flame Priests never retreat unless commanded by a higher-ranking cultist, and they gain +1 to attack rolls while within 10 feet of an open flame.

    subclass options:

    Tactics & Roleplaying Notes

    • Tactics: Eternal Flame Priests never fear death, believing that their immolation will bring them closer to the Elder Elemental God. They strike first and relentlessly, using fire magic and reckless aggression to overwhelm their foes.
    • Fanaticism: These priests believe that all things must burn to prepare the world for the Elder Elemental God’s return. Sacrifice and destruction are not just necessary—they are divine commands.
    • Appearance: Scarred and battle-worn, their skin bears burn marks and tattoos of roaring flames. They wear robes of crimson and black, with smoldering embroidery that seems to flicker in the light.

    Rituals and Practices

    • The Trial by Fire: New initiates are forced to walk through flames or endure branding to prove their devotion.
    • The Burning Offering: Captives, enemies, or traitors are burned alive as sacrifices to the Elder Elemental God.
    • Flame Baptism: Devout followers anoint themselves with sacred oils before battle, setting themselves ablaze as an act of worship.
    • The Cleansing Pyre: When the cult conquers a settlement, it is reduced to cinders in honor of fire’s purifying nature.

    Advancement

    Eternal Flame Priests who prove themselves through acts of destruction and fanaticism may ascend to the rank of Pyromancer, gaining greater control over fire magic. Those who reach the pinnacle of their faith may become Flamebringers, warriors who can walk unharmed through fire and summon infernal blazes at will.


    The Eternal Flame Priests are the burning hand of the Elder Elemental God, wielding fire and devastation to purge the world of weakness. With their fearless devotion, destructive magic, and unrelenting fanaticism, they are among the most feared forces within the Temple of Elemental Evil.

    PHB

    Control Flames

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 60ft
    Duration 1 Hour
    Components S

    You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

    • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
    • You instantaneously extinguish the flames within the cube.
    • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
    • You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Create Bonfire

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.   The bonfire ignites flammable objects in its area that aren’t being worn or carried.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

    Class(es): Artificer, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Xanathar's Guide to Everything

    Flame Arrows

    2-level Evocation

    Casting Time 1 action
    Range Touch
    Duration Concentration, 1 hour
    Components V,S

    You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

    Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard

    Mordenkainen's Lost Notebook

    Pyrotechnics

    2-level Transmutation

    Casting Time 1 action
    Range 300 feet
    Duration Instantaneous, and 1 minute
    Components V, S, M
    Materials a source of fire

    You cause one of two effects originating from a source of a fire within range. You can cause the fire to erupt in a bright display of fireworks that causes all creatures within 60 feet of the fire that rely on vision and have a direct line of sight to it to make a Constitution saving throw or be blinded until the end of their next turn. Alternatively, you can cause the fire to be extinguished and give off a billowing cloud of smoke that fills surrounding spaces within 5 feet of it and then continues to move outward from the fire source. The cloud fills all spaces within 5 feet of it on the first turn, and then moves outward from the previous adjacent spaces another 5 feet at the beginning of each of your turns for the duration (1 minute). The cloud is toxic and heavily obscured. Any creature that starts its turn within the cloud or enters its area for the first time on a turn has disadvantage on all d20 rolls that turn.

    Class(es): Bard, Sorcerer, Wizard

    Xanathar's Guide to Everything

    Immolation

    5-level Evocation

    Casting Time 1 action
    Range 90 feet
    Duration Concentration, 1 minute
    Components V

    Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target burns with magical fire for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. The flames of this spell ignores fire resistance. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.

    Class(es): Sorcerer, Wizard

    “The Eternal Flame consumes, purifies, and remakes! Set the world ablaze and awaken the Elder Elemental God!”

    TOEE Elemental Eye Cult by 3orcs

    The Cult of the Eternal Flame reveres fire as the purest and most destructive of the elements. To its followers, fire is both a force of annihilation and a symbol of rebirth, consuming the old to make way for the new. They see themselves as agents of this fiery renewal, wielding destruction as a divine mandate to reshape the world in their image.

    Core Beliefs:
    • Fire is purity, a cleansing force that destroys weakness and leaves only strength behind.
    • Destruction is a sacred act, necessary to prepare the world for its rebirth.
    • Devotion requires sacrifice; both physical and symbolic offerings are made to prove one’s loyalty to the flame.
    • The cult is fanatically zealous, with its members often driven to reckless extremes in their pursuit of fiery destruction. They thrive on terror, spreading chaos and fear through their destructive campaigns.
    Alrrem: The Prophet of Fire

    Alrrem , the leader of the Cult of the Eternal Flame, is a seasoned warrior and devout fanatic. He embodies the cult’s fiery fervor, having fought on the front lines of The Battle of Emridy Meadows

    Type
    Religious, Cult
    Leader
    Ruling Organization
    Related Species

    Eternal Flame Guardian

    Medium humanoid, chaotic evil
    Armor Class 17 (breastplate, shield)
    Hit Points 37
    Speed 30ft

    STR
    15 +2
    DEX
    13 +1
    CON
    14 +2
    INT
    8 -1
    WIS
    11 0
    CHA
    13 +1

    Damage Resistances Fire
    Challenge 5th level Fighter


    Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.



     

    Eternal Flame guardians are dullards fascinated by the power of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about what else nearby might catch fire.


    Eternal Flame Priest

    Medium humanoid, neutral evil
    Armor Class 12 (15 with Mage Armor)
    Hit Points
    Speed 30ft

    STR
    12 +1
    DEX
    15 +2
    CON
    14 +2
    INT
    10 0
    WIS
    11 0
    CHA
    16 +3

    Damage Resistances Fire
    Challenge 5th level Cleric

    The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:   Cantrips (at will): control flames,* create bonfire,* fire bolt, light, minor illusion
    1st level (4 slots): burning hands, expeditious retreat, mage armor
    2nd level (3 slots): blur, scorching ray
    3rd level (2 slots): fireball



     

    Eternal Flame priests see the world around them as impure and unworthy, and believe that only cleansing by fire can set it right. As a result, all fire is deemed holy, from the smallest candle flame to the greatest conflagrations. When traveling in the open, Eternal Flame priests are clever enough to hide their true beliefs, passing themselves off as druids or wizards with a knack for fire magic




    Cover image: Temple of Elemental Evil Campaign by 3orcs

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