Base Class: Cleric
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.
Volcano Domain Spells
Cleric level Spells
1st lvl create or harden lava, purify food and drink
3rd lvl lesser restoration, molten shell
5th lvl beacon of hope, eruption
7th lvl control lava, fire shield
9th lvl 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
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.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
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.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
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.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
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.
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