Volcano Domain
Hit Points
Hit Dice: d4 per Volcano Domain level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Clerical Domain.
Standing high above the land for all to see, the volcano casts a large and reaching shadow. Its peak can block the sun, its ash can obscure the sky. The land itself shakes in its wakening and burns away under its wrath. But though it may domineer over the land, its ash can bring new crops. Its lava can birth new land. To see only its destruction is to be ruled by fear, and to see only its domain over growth, is naive. Clerics of the volcano domain are ruled by neither, and channel the raw force that the volcano commands in either form it takes.
Domain Spells
You gain the following domain spells at the cleric levels listed in the Volcano Domain Spell table. Once you gain a domain spell, the spell is always prepared and does not count against the number of spells you can prepare each day. These spells are considered cleric spells for you regardless if they are on the cleric spell list or not.
- 1st: create or harden lava, purify food and drink
- 3rd: lesser restoration, molten shell
- 5th: beacon of hope, eruption
- 7th: control lava, fire shield
- 9th: greater restoration, volcanic wall
Volcanic Calling
At 1st level, you learn the light and mending cantrips. You also gain proficiency in one of the following skills of your choice: Medicine, Nature, or Survival.
Channel Divinity: Pyroclasm
Starting at 2nd level, you can use your Channel Divinity to call forth a surge of volcanic energy. As an action, you present your holy symbol and summon an eruption of molten ash and lava. Each hostile creature within 15 feet of you must make a Dexterity saving throw against your spell save DC, taking fire damage equal to 3d6 + your cleric level on a failure and half as much on a success. Additionally, each friendly creature within 15 feet of you then regains hit points equal to your cleric level, as the volcanic ash from your eruption revitalizes your allies’ strength.
Revitalize and Renew
At 6th level, you can transform your destructive energies into revitalizing light. When you score a critical hit, choose one creature within 30 feet of you that you can see. That creature then immediately regains hit points equal to half the damage dealt by the critical hit.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Igneous Scion
Starting at 17th level, you can use your action to activate a 30 ft. aura of volcanic energy centered on yourself. This aura lasts for one minute or until you are incapacitated, during which you gain the following benefits:
- Ash begins to spew forth around you, disorienting your enemies. When a hostile creature begins its turn within the aura, it must make a successful Constitution saving throw or become stunned until the start of their next turn.
- Magma shields erupt from the area around you. You and friendly creatures within the aura gain a +2 bonus to AC.
- You immediately cast beacon of hope without expending a spell slot. Casting the spell in this manner does not require your concentration, and the spell remains active for the duration of the aura. Once you use this ability, you cannot do so again until you finish a long rest.