Volcano Domain

by CrossOut

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Volcano Domain

The god of fire beneath the mountain lies dormant no longer. Those who walk bare-footed upon their scorched soil are alert to bubbling power beneath their feet. Clerics of the volcano domain channel the warmth of a simmering volcano in the way they tend to their allies, and let it erupt in searing fury to destroy their foes.

Volcano Domain Spells
Cleric Level Spells
1st cure wounds, eyes of immolation
3rd healing spirit, unstable explosion
5th aura of vitality, fire cyclone
7th aura of life, fire shield
9th mass cure wounds, pyroclastic lance

Searing Insight

When you choose this domain at 1st level, you gain the create bonfire cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know. You also gain proficiency in the Medicine, Nature or Survival skill (your choice).

Volcanic Blessings

At 1st level, your healing magic grants blessings to those who receive it. Whenever you use a spell of 1st level or higher to restore hit points to a creature, you can apply a volcanic blessing to that creature. A creature can only have one blessing at a time and if a new one is applied to them before the previous blessing expires, it replaces their previous blessing. You give them a blessing determined by the numbers on the dice rolled when you cast the spell or used the class feature as shown in the Volcanic Blessing table. If you do not roll any dice to heal (such as when maximising the die), you cannot apply a blessing.

Volcanic Blessings
Die Roll Effect
1 The target of this blessing gains a +1 bonus to all ability checks for every 1 you rolled when you applied this blessing for the next 10 minutes.
2 The target of this blessing gains a +1 bonus to all attack rolls for every 2 you rolled when applying this blessing for the next minute.
3 The target of this blessing adds 1d4 fire damage to any attacks they make or damaging cantrips they cast for the next minute if you rolled a 3 when applying this blessing. For every additional 3 you rolled, the fire damage die size increases up to a d12.
4 The target of this blessing subtracts 2 from all damage taken for the next minute for every 4 you rolled when applying this blessing.
5 The target of this blessing adds 5 feet to all their speed characteristics for every 5 you rolled when applying this blessing for the next minute.
6 The target of this blessing gains a +1 bonus to all saving throws for every 6 you rolled when applying this blessing for the next minute.
7 The target of this blessing gains a +1 bonus to their AC for every 7 you rolled when applying this blessing for the next minute.
8 The target of this blessing instantly replenishes uses of a class or racial feature. The feature must normally replenish on a short or long rest and have a maximum number of uses greater than 2. If the feature replenished is not a spell slot, the target replenishes 1 use of the feature for every 8 you rolled when applying this blessing. If the feature replenished is a spell slot, the target replenishes 1 spell slot of a level up to the number of 8s you rolled when applying this blessing. The maximum number of spell slots for the spell slot restored must be greater than 2. A creature can benefit from this effect only once before completing a short or long rest.

Fertile Eruption

Starting at 2nd level, you can use your Channel Divinity to release a surge of healing warmth from you. As an action, you can choose to roll a number of die and assign each die to a creature of your choice within 30 feet of you. You can assign multiple die to the same creature. When a creature has a die assigned to them, they regain hit points equal to the total of all die assigned to them and they can be given a volcanic blessing as usual. Each time you use this feature, you must choose one of the following type of die to roll and the corresponding number of that die:

  • You roll a number of d8s equal to 1 + your proficiency bonus.
  • You roll a number of d6s equal to 3 + your proficiency bonus.
  • You roll a number of d4s equal to 2 + two times your proficiency bonus.

Geothermal Reforging

At 6th level, you have resistance to fire damage.

In addition, when you use a spell of 1st level or higher or a class feature to restore hit points to a creature, you can re-roll a number of the die rolled to determine the amount of hit points restored. The number of die you can re-roll equals your proficiency bonus.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Erupting Blessings

At 17th level, when you use a spell of 1st level or higher or a class feature to restore hit points to a creature but before you roll any of the die, you can choose a number. Each time that number appears on a die you roll when rolling to see how many hit points you restore, you can roll an additional die and add it to the total. You can continue to roll additional die until the number you chose no longer appears across any die. If you wish to re-roll any die using your Geothermal Reforging feature, you must do so before rolling any additional die from this feature.

Also, when you apply a blessing to another creature, you can choose to gain the benefits of that blessing as if you had applied the blessing to yourself but only rolled half as many of the number associated with that blessing (rounding up).

New Spells

The following spells are created by Kibblestasty and can be found in their Generic Elemental Spells document. They have been recreated here for your use and permission has been given by the author. The final spell volcanic burst is not part of the domain spell list but it is recommended to add it to the cleric spell list for this subclass. If you do not wish to use these spells but still wish to play this subclass, here is an alternate domain spell list.

Volcano Domain Spells
Cleric Level Spells
1st burning hands, cure wounds
3rd healing spirit, scorching ray
5th aura of vitality, fireball
7th aura of life, fire shield
9th flame strike, mass cure wounds

Eyes of Immolation

1st-level evocation (arcane, primal)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Your eyes glow with fiery light before focusing on a creature you can see within range, causing a beam of fire to shoot from your eyes. The target creature must make a Dexterity saving throw. On a failed save, it takes 3d6 fire damage and is set ablaze, taking 1d6 damage at the end of each of its turns until it or another creature within 5 feet of it spends an action to douse the flames. On a successful save, the creature takes half as much damage and is not set ablaze.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.

Unstable Explosion

2nd-level evocation (arcane)


  • Casting Time: 1 action
  • Range: 60 ft (10 ft radius)
  • Components: V, S
  • Duration: Instantaneous

You cause an unstable explosion to erupt at a point of your choice within range, rolling 3d6. For each die that rolls a 6, roll an additional d6 and the radius of the spell expands by 5 feet. Each creature within the final range of the spell must make a Dexterity saving throw. On a failed save, they take fire damage equal to the total value of the rolled dice. On a success the target takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Fire Cyclone

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of ashes from a forest fire)
  • Duration: Concentration, up to a 1 minute

Targeting a point on the ground you can see, you cause a cyclone made of whipping flames to fill a 10-foot-radius, 30-foot-high cylinder.

Creatures that are inside the spell when you cast it or enter it for the first time on a turn must make a Strength saving throw. On a failed saving throw, it takes 3d6 fire damage and is flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung.

When a creature is not entirely inside the cyclone's radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and must spend 2 feet (or 3 feet if it is flying) of movement for every 1 foot it moves away from the cyclone.

For the duration of the spell, you can spend an action to move the cyclone up to 30 feet in any direction along the ground.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd.

Pyroclastic Lance

5th-level conjuration (arcane)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a lance of blazing lava before hurling it at target within range. Make a ranged spell attack. On hit, the target takes 8d6 fire damage. Hit or miss, the lance then explodes in a 10 foot radius sphere of heavily obscuring pyroclastic ash around the target until the start of your next turn. Any creature that starts their turn within the ash cloud must make a Constitution saving throw or take 4d6 fire damage and be blinded until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each slot level above 5th.

Volcanic Burst

6th-level transmutation (primal)


  • Classes: Druid, Warlock, Spellblade Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of obsidian)
  • Duration: Instantaneous

You call fiery forces from below the earth to erupt upwards violently, causing the rocks beneath a point to melt and erupt into magma. The ground in a 10 foot radius explodes in a shower of fire and magma, raining down in a 20 foot radius. Creatures within the area must make a Dexterity saving throw. On failure, they take 4d10 bludgeoning damage and 4d6 fire damage. If a creature is within the 10-foot inner radius, then they are additionally flung 10 feet into the air, taking 1d6 bludgeoning damage and falling prone when they land. On a successful save, a creature takes half damage, and suffers no additional effects.

The center 10 foot radius becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Volcano Domain

Created by /u/CrossOut_
Artist Credit: Alexander Mokhov — Mythgard. Volcanic Risi (Page 1)
Robert Koziel — Pele (Page 2)
Helder Almeida — Flame Wave (Page 3)

 

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