Cleric
Base Class: Cleric

Gods of volcanoes, - such as Pele, Vulcan, Chantico, and Anganju - are powerful earthen deities of great power, fire, and creation. They are gods on islands and of great natural disasters. Their patrons are island-dwellers and mariners. They are being that form and reform continents using tectonic might over the planet. Their clerics are forces who live to destroy and rebuild society and nations. They use great force and fire to break apart and reforge problems into solutions.

Domain Spells

You gain additional spells from your divine power.

Bonus Cantrip

When you choose this domain at 1st Level, you gain the create bonfire cantrip.

Channel Divinity: Shield Volcano

Starting at 2nd level, you can use your Channel Divinity to become more ingrained in the earth.

Pele's Hair

As a bonus action, you can create a strand of brittle yellow lava and strike at your enemies. A creature that you can see within 30 feet of you to must make a dexterity-saving throw. On a failed save, the creature takes 1d10 fire damage and if they are large or smaller they are knocked prone. On a successful save they take no damage and aren't knocked prone.

Blinding Ash

When you deal fire damage to a creature, they must succeed on a Constitution saving throw or become blinded until the end of your next turn.

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 2d4 fire damage to the target. When you reach 14th level, the extra damage increases to 4d4.

Pyroclasm

Starting at 17th level, once per short rest, you can use your action to burst molten lava from a point within 30 feet. A geyser that is 20 feet high, 5-foot radius geyser. Each creature within the geyser's area must make Dexterity saving throw with a DC equal to your spell save DC, taking 6d6 fire damage and half on a successful one. The ground where the column erupts becomes rough terrain and any creature that enters the area or starts their turn on the area takes 2d4 fire damage. You also gain immunity to fire damage and can swim freely in lava. 

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