
At a Glance
| Identity | Svarog, divine smith of heavenly fire and patient craft |
|---|---|
| Divine home | The Ember Hearths of Iriy in Bytopia, on Dothion |
| Temperament | Exacting, quiet and slow to anger; Lawful Neutral |
| Relationships | Dazhbog is named his son in the Slavic Malalas tradition; he works beside the other gods of Iriy |
| Worshippers | Smiths, armourers, toolmakers, apprentices and households keeping a shared forge |
| Signs and relic | Hammer, anvil and banked fire; Coal of the First Hearth |
| Enduring fate | His hearths remain lit wherever a useful tool is repaired and passed on |

Svarog’s fires burn where metal first blushes red. A good tool carries the patience of its maker; a blade forged without thought for its wielder will one day turn against the hand that made it. He has more time for a carefully repaired plough than a king’s unused sword.
Svarog in the world
In the smithies of the Rus’ lands, his place is beside the banked coals and the tools handed from master to apprentice. A shrine may be no larger than an old hammer resting above a communal forge. Keepers teach how to read the colour of hot iron, tend a burn and leave the hearth ready for the next worker. A repaired hinge or a day spent teaching a novice makes a useful offering.
Gnome travellers bring unfamiliar gun-locks to his eastern workshops. Svarog studies their springs with interest and asks who made them before he asks what they cost. Dwarven masters find a patient colleague at his anvil. They trade designs over the quenching trough and argue about the best way to mend a worn hinge.
The Ember Hearths
Within Iriy, Svarog keeps a line of open forge halls above Dothion’s cultivated valleys. Waterwheels drive the bellows; narrow channels carry quenching water past beds of blue flax. No wall divides the masters’ benches from the apprentices’ work. Visitors hear the first hammer long before they see the roofs.
Useful things leave these halls: ploughshares, cauldrons, rivets, hinges and weapons whose makers must explain whom they intend to defend. Svarog refuses work designed chiefly to conceal a dangerous flaw. The Ember Hearths and their daily life are original setting material.
Origins and divine relationships
The clearest medieval notice comes through the Slavic transmission of John Malalas’ chronicle and the annalistic entry associated with 1114. It identifies Hephaestus with Svarog and calls the Sun, Dazhbog, his son. This is a Christian chronicle’s interpretive passage, not a surviving priesthood’s complete account of the god.
Heavenly fire, smithcraft and a connection with the sky shape later interpretations of Svarog. His precise cult, name and relationship to Svarožič remain debated; the names should not be treated as proof of one uniform religion. In Iriy, Perun brings the rain that fills the forge channels, Mokosh brings linen and the work of keeping people fed, and Svarog supplies the tools. Their shared country does not erase their separate purposes.
Encountering Svarog
Svarog looks like a broad, weathered smith whose hair catches the light of a furnace. He rarely raises his voice. He lets a petitioner finish speaking, then places the object at issue on his anvil. He asks what it must do, who depends on it and which fault the maker has tried to hide.
He answers honest questions about workmanship and may repair an essential tool without payment. He is harder to persuade when someone wants a weapon merely to display rank. Work done beside an apprentice earns his attention; flattery earns a place at the bellows. He will not claim another person’s invention, even when he can improve it.
Threats to the people in his halls draw his anger faster than insults. In a fight he puts his body between the forge and its visitors, breaks an attacker’s momentum and drives enemies towards the open yard. He accepts surrender when the danger to those people ends.
Worship and powers
His keepers are working smiths as often as full-time priests. Each forge teaches its own rites; no single mortal speaks for every hearth. Apprentices learn to credit the person who taught a technique and to warn the next worker about a cracked tool. Leaving a dangerous fault hidden is an offence against the god.
His blessings preserve the useful part of a thing. They do not turn negligence into skill or make every commission just. His fire can temper a weapon, but its owner still chooses where to strike.
Coal of the First Hearth
The small coal glows beneath a grey skin of ash and survives an ordinary bucket of water. A keeper carries it in iron tongs and lends it to a workshop whose fire has gone out. Its greatest gift is the chance to repair what people still need.
Divine powers
His hammer’s first stroke lights the yard. He can break a charge, temper a companion’s weapon or put the last broken pieces of a tool back into service.
D&D 2024
Svarog
Large Celestial (Deity), Lawful Neutral
AC 27 Initiative +6 (16)
HP 936 (48d10 + 672)
Speed 40 ft., Fly 60 ft. (hover)
| Stat | Score | Mod | Save |
|---|---|---|---|
| Str | 40 | +15 | +25 |
| Dex | 22 | +6 | +6 |
| Con | 38 | +14 | +24 |
| Int | 36 | +13 | +23 |
| Wis | 32 | +11 | +21 |
| Cha | 30 | +10 | +10 |
Skills Arcana +23, Athletics +25, History +23, Insight +21, Perception +21, Religion +23
Resistances Cold; Bludgeoning, Piercing and Slashing from nonmagical attacks
Immunities Fire; Charmed, Frightened
Senses Truesight 120 ft.; Passive Perception 31
Languages Old East Slavic, Celestial; telepathy 120 ft.
CR 35 (XP —; PB +10)
Traits
Legendary Resistance (4/Day). If Svarog fails a saving throw, he can choose to succeed instead.
Master of the Forge. Svarog is proficient with smith’s tools. His Intelligence checks using them have a +23 bonus.
Actions
Multiattack. Svarog makes three Forge Hammer attacks.
Forge Hammer. Melee Attack Roll: +25, reach 15 ft. Hit: 48 (6d10 + 15) Bludgeoning damage plus 27 (6d8) Fire damage.
Hammerfall of the Nine Sparks (Recharge 5–6). Dexterity Saving Throw: DC 31, each enemy in a 30-foot-radius Sphere centred on a point Svarog can see within 120 feet. Failure: 117 (26d8) Fire damage plus 27 (6d8) Force damage. Success: Half damage.
Nonmagical metal in the area glows red until the end of Svarog’s next turn. This glow deals no further damage; a creature can release a held object without using an action.
Spellcasting. Svarog casts the spells below using Intelligence (spell save DC 31, +23 to hit with spell attacks), without spell slots. Each retains its normal casting time, components and concentration. Costly and consumed components are required. mending and creation each take 1 minute; fabricate takes 10 minutes. His fire bolt deals 22 (4d10) Fire damage.
3/Day Each: searing smite, heat metal, elemental weapon
2/Day Each: fabricate, creation, blade barrier
1/Day Each: fire storm, holy aura, wish
Weapon spell rules
Elemental Weapon. 3rd level; Magic action; verbal and somatic components; touch; concentration, up to 1 hour. One nonmagical weapon becomes magical, gaining +1 to attack rolls and 1d4 extra acid, cold, fire, lightning or thunder damage, chosen when cast. Slots of level 5–6 instead grant +2 and 2d4; slots of level 7 or higher grant +3 and 3d4. These bonuses do not enhance Svarog’s already magical Forge Hammer.
Bonus Actions
Step Between Shrines (2/Day). Svarog teleports up to 30 feet to an unoccupied space he can see. This cannot cross planes or a magical barrier that blocks teleportation.
Forged Fire Reversal (1/Day). While Bloodied, Svarog creates a 20-foot Emanation until the start of his next turn. Enemies within it cannot make Opportunity Attacks. The first time a willing ally enters it on a turn, that ally gains 19 Temporary Hit Points, which last until the start of Svarog’s next turn. Svarog gains no benefit from this power.
Reactions
Quench and Temper (2/Day). Trigger: Svarog takes Cold damage after applying resistance. Response: He reduces that damage to 0. His next Forge Hammer hit before the end of his next turn deals an extra 18 (4d8) Force damage.
Legendary Actions
Svarog has 3 uses. After another creature’s turn ends, he can expend one use for an option below. He regains all uses at the start of his turn.
Divine Advance. Svarog moves up to half his Speed without provoking Opportunity Attacks.
Hammer Strike. Svarog makes one Forge Hammer attack. He cannot use this action again until the start of his next turn.
Forge Rebuke. Wisdom Saving Throw: DC 31, one creature Svarog can see within 30 feet. Failure: 27 (6d8) Fire damage. Failure or Success: Svarog cannot use this action again until the start of his next turn.
The Ember Hearths
The Smith’s Inspection. Once per day, a creature that spends 1 hour helping repair an ordinary tool in the Ember Hearths can quench it in Svarog’s trough and ask him one question about its workmanship. He answers truthfully about what he can discern; the blessing does not reveal a maker’s thoughts or the future. The helper also gains Advantage on one Intelligence check using Smith’s Tools during the next 24 hours. The benefit ends when used and cannot be accumulated.
Cleric domain and domain spells
A cleric chooses the Light Domain at level 3. Radiance of the Dawn and Warding Flare protect the forge and reveal what its fire touches. Use the subclass’s normal features. The spells below are always prepared at the listed cleric levels and do not count against prepared spells.
| Cleric level | Domain spells |
|---|---|
| 3 | burning hands, faerie fire, scorching ray, see invisibility |
| 5 | daylight, fireball |
| 7 | arcane eye, wall of fire |
| 9 | flame strike, scrying |
Coal of the First Hearth — D&D 2024
Wondrous item, rare (requires attunement by a creature proficient with smith’s tools). The coal sheds dim light for 5 feet and ordinary water cannot extinguish it. Place it in a nonmagical forge and use a Magic action to heat that forge for 8 hours without fuel. The heat is confined to the forge’s firebox and provides no special attack.
Repair. Once per day, spend 1 uninterrupted hour working with smith’s tools at that forge. One damaged or broken nonmagical metal object, Large or smaller, returns to full hit points if all its original fragments are present. The coal supplies neither missing material nor magical properties and cannot repair creatures or constructs. This power returns at the next dawn.
D&D 2014
Svarog
Large celestial (deity), lawful neutral
Armor Class 27 (divine ward)
Hit Points 936 (48d10 + 672)
Speed 40 ft., fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 40 (+15) | 22 (+6) | 38 (+14) | 36 (+13) | 32 (+11) | 30 (+10) |
Saving Throws Str +25, Con +24, Int +23, Wis +21
Skills Arcana +23, Athletics +25, History +23, Insight +21, Perception +21, Religion +23
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities fire
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 31
Languages Old East Slavic, Celestial; telepathy 120 ft.
Challenge 35 (XP —)
Proficiency Bonus +10
Legendary Resistance (4/Day). If Svarog fails a saving throw, he can choose to succeed instead.
Master of the Forge. Svarog is proficient with smith’s tools. His Intelligence checks using them have a +23 bonus.
Innate Spellcasting. Svarog casts the spells below using Intelligence (spell save DC 31, +23 to hit with spell attacks), without spell slots. Each retains its normal casting time, components and concentration. Costly and consumed components are required. mending and creation each take 1 minute; fabricate takes 10 minutes. His fire bolt deals 22 (4d10) fire damage.
3/day each: searing smite, heat metal, elemental weapon
2/day each: fabricate, creation, blade barrier
1/day each: fire storm, holy aura, wish
Weapon spell rules
Searing Smite. 1st level; bonus action; verbal component; self; concentration, up to 1 minute. The next melee weapon hit during the spell adds 1d6 fire damage and sets the target alight. At the start of each later turn it makes a Constitution save: failure deals 1d6 fire damage; success ends the spell. An action spent extinguishing it, or immersion in water, also ends it. Higher slots add 1d6 per slot level to the initial hit only.
Elemental Weapon. 3rd level; action; verbal and somatic components; touch; concentration, up to 1 hour. One nonmagical weapon becomes magical, gaining +1 to attack rolls and 1d4 extra acid, cold, fire, lightning or thunder damage, chosen when cast. Slots of level 5–6 instead grant +2 and 2d4; slots of level 7 or higher grant +3 and 3d4. These bonuses do not enhance Svarog’s already magical Forge Hammer.
Actions
Multiattack. Svarog makes three Forge Hammer attacks.
Forge Hammer. Melee Weapon Attack: +25 to hit, reach 15 ft., one target. Hit: 48 (6d10 + 15) bludgeoning damage plus 27 (6d8) fire damage.
Hammerfall of the Nine Sparks (Recharge 5–6). Each enemy in a 30-foot-radius sphere centred on a point Svarog can see within 120 feet makes a DC 31 Dexterity saving throw, taking 117 (26d8) fire damage plus 27 (6d8) force damage on a failure, or half as much on a success.
Nonmagical metal in the area glows red until the end of Svarog’s next turn. This glow deals no further damage; a creature can release a held object without using an action.
Forged Fire Trial (1/Day). One creature Svarog can see within 60 feet makes a DC 31 Wisdom saving throw. On a failure, it has disadvantage on its next attack against a creature other than Svarog before the end of its next turn.
Bonus Actions
Step Between Shrines (2/Day). Svarog teleports up to 30 feet to an unoccupied space he can see. This cannot cross planes or a magical barrier that blocks teleportation.
Reactions
Quench and Temper (2/Day). When Svarog takes cold damage after applying resistance, he reduces it to 0. His next Forge Hammer hit before the end of his next turn deals an extra 18 (4d8) force damage.
Legendary Actions
Svarog can take 3 legendary actions, choosing one option at the end of another creature’s turn. He regains spent actions at the start of his turn.
Divine Advance. Svarog moves up to half his speed without provoking opportunity attacks.
Forge Hammer (Costs 2 Actions). Svarog makes one Forge Hammer attack.
Forge Rebuke. One creature Svarog can see within 30 feet must succeed on a DC 31 Wisdom saving throw or take 27 (6d8) fire damage.
The Ember Hearths
The Smith’s Inspection. Once per day, a creature that spends 1 hour helping repair an ordinary tool in the Ember Hearths can quench it in Svarog’s trough and ask him one question about its workmanship. He answers truthfully about what he can discern; the blessing does not reveal a maker’s thoughts or the future. The helper also gains advantage on one Intelligence check using smith’s tools during the next 24 hours. The benefit ends when used and cannot be accumulated.
Cleric domain and domain spells
A cleric chooses the Forge Domain at level 1. The domain grants heavy armour and smith’s tools proficiency, Blessing of the Forge and its later forge features. Use the subclass’s normal features. The spells below are always prepared at the listed cleric levels and do not count against prepared spells.
| Cleric level | Domain spells |
|---|---|
| 1 | identify, searing smite |
| 3 | heat metal, magic weapon |
| 5 | elemental weapon, protection from energy |
| 7 | fabricate, wall of fire |
| 9 | animate objects, creation |
Coal of the First Hearth — D&D 2014
Wondrous item, rare (requires attunement by a creature proficient with smith’s tools). The coal sheds dim light for 5 feet and ordinary water cannot extinguish it. Place it in a nonmagical forge and use an action to heat that forge for 8 hours without fuel. The heat is confined to the forge’s firebox and provides no special attack.
Repair. Once per day, spend 1 uninterrupted hour working with smith’s tools at that forge. One damaged or broken nonmagical metal object, Large or smaller, returns to full hit points if all its original fragments are present. The coal supplies neither missing material nor magical properties and cannot repair creatures or constructs. This power returns at the next dawn.
Pathfinder 1e
Svarog CR 35
XP —
LN Large outsider (extraplanar, lawful)
Init +10; Senses darkvision 60 ft., true seeing; Perception +54
Defense
AC 62, touch 36, flat-footed 55 (–1 size, +6 Dex, +10 deflection, +1 dodge, +10 insight, +26 natural)
hp 820 (40d10 + 600)
Fort +37, Ref +38, Will +43
DR 20/epic; Immune fire, fear; Resist cold 30; SR 46
Offense
Speed 40 ft., fly 60 ft. (perfect)
Melee Forge Hammer +60/+55/+50/+45 (6d8 + 27 plus 6d6 fire, 19–20/×3)
Space 10 ft.; Reach 10 ft. (15 ft. with Forge Hammer)
Special Attacks hammerfall of the nine sparks (DC 40)
Spell-Like Abilities (CL 40th; concentration +50)
Constant: true seeing
3/day each: magic weapon (DC 21), heat metal (DC 22), magic vestment (DC 23)
2/day each: minor creation (DC 24), wall of iron (DC 25), animate objects (DC 26)
1/day each: greater teleport (DC 27), iron body (DC 28), wish (DC 29)
Statistics
Str 40, Dex 22, Con 38, Int 36, Wis 32, Cha 30
Base Atk +40; CMB +56; CMD 93
Feats Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Critical Focus, Dodge, Great Cleave, Great Fortitude, Improved Critical (warhammer), Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Toughness, Weapon Focus (warhammer)
Skills Appraise +53, Bluff +53, Craft (armour) +56, Craft (blacksmithing) +56, Craft (weapons) +56, Craft (stone) +56, Craft (carpentry) +56, Craft (jewellery) +56, Diplomacy +53, Disable Device +46, Fly +55, Knowledge (arcana) +56, Knowledge (engineering) +53, Knowledge (planes) +56, Knowledge (religion) +53, Perception +54, Sense Motive +54, Spellcraft +56, Stealth +45
Languages Old East Slavic, Celestial; telepathy 120 ft.
SQ divine craft, forge ward
Ecology
Environment the Ember Hearths of Iriy (Bytopia)
Organization unique
Treasure Forge Hammer (returns to Svarog if taken)
Special Abilities
Forge Ward (Su). Svarog gains +10 insight to AC and +8 resistance on saving throws, included above.
Forge Hammer (Su). His +5 two-handed divine warhammer has its own 6d8 base damage and 15-ft. reach. Enhancement, Weapon Focus and Improved Critical are included above; it bypasses epic DR and is lawful-aligned. If disarmed, it vanishes at the end of the turn and returns at the start of Svarog’s next turn. Its fire damage is not multiplied on a critical hit.
Power Attack. When using Power Attack with the Forge Hammer, attacks are +49/+44/+39/+34 and physical damage is 6d8 + 60; fire damage is unchanged.
Hammerfall of the Nine Sparks (Su). Standard action; recharges after 1d4 rounds. Each enemy in a 30-ft.-radius burst centred on a point Svarog can see within 120 ft. takes 26d8 fire damage plus 6d8 force damage; Reflex DC 40 halves both. Nonmagical metal in the area glows red for 1 round without dealing additional damage. A creature can drop a held object as a free action. The save DC is Charisma-based.
Quench and Temper (Su; 2/day). As an immediate action after cold resistance applies, Svarog reduces one instance of remaining cold damage to 0. His next Forge Hammer hit before the end of his next turn deals an extra 4d8 force damage, not multiplied on a critical hit.
Spell-Like Abilities. Save DCs are Charisma-based (20 + spell level). No components are required. Native casting times remain, including 10 minutes for mending and 1 minute for minor creation. Combat Casting gives concentration +54 when casting defensively or while grappled.
Skills. All nineteen listed skills have 40 ranks, assigning all 760 ranks. Craft, Bluff, Perception, Sense Motive and Stealth are racial class skills; the four additional class skills are Diplomacy, Fly, Knowledge (arcana) and Spellcraft. Perfect flight and Large size are included in Fly; Large size is included in Stealth.
Improved Saves (Ex). Each improved save feat permits one reroll per day for its save type, chosen before the result is revealed; keep the second roll.
The Ember Hearths
The Smith’s Inspection. Once per day, a creature that spends 1 hour helping repair an ordinary tool in the Ember Hearths can quench it in Svarog’s trough and ask him one question about its workmanship. He answers truthfully about what he can discern; the blessing does not reveal a maker’s thoughts or the future. The helper also gains a +2 competence bonus on one Craft check to repair a metal object during the next 24 hours. The benefit ends when used and cannot be accumulated.
Cleric domains and domain spells
Artifice, Fire. Choose both domains, gaining each power and one domain spell slot per spell level. Favoured weapon: warhammer.
Granted domain powers
Artifice. Artificer’s Touch grants mending at will at the cleric’s caster level. A standard-action melee touch attack deals 1d6 + half cleric level damage to an object or construct, ignoring hardness and damage reduction equal to cleric level, 3 + Wisdom modifier times/day. From level 8, Dancing Weapons grants a touched weapon the dancing property for 4 rounds, once/day plus once per four levels beyond 8.
Fire. Fire Bolt is a standard-action ranged touch attack within 30 ft., dealing 1d6 + half cleric level fire damage, 3 + Wisdom modifier times/day. Fire resistance is 10 at level 6, 20 at level 12 and immunity at level 20.
Coal of the First Hearth — Pathfinder 1e
Unique minor artifact; held coal; CL 11th; no market price or ordinary crafting formula. Ordinary water cannot extinguish the coal. It lights one forge for 8 hours without fuel when placed in its firebox; it cannot power more than one forge at a time. Once per day, a bearer can spend 10 minutes invoking make whole on one metal object placed in the forge. Range is touch; maximum volume is 110 cubic feet. It repairs 5d6 hit points. It can restore a destroyed magic item’s properties only if that item’s caster level is 5 or lower; charged and single-use items are excluded. It never restores spent charges and cannot target creatures or constructs.
Destruction. Svarog can extinguish the coal permanently by quenching it in his trough while knowingly refusing to repair an innocent person’s essential tool.
D&D 3.5e
Svarog
| Size/Type | Large Outsider (Extraplanar, Lawful) |
|---|---|
| Divine Rank | 10 (lesser deity) |
| Hit Dice | 40d8 + 563 (883 hp; maximized) |
| Initiative | +20 |
| Speed | 60 ft. (12 squares), fly 100 ft. (perfect) |
| Armor Class | 58 (–1 size, +6 Dex, +10 deflection, +10 divine, +23 natural), touch 35, flat-footed 52 |
| Base Attack/Grapple | +20/+59; +10 epic attack bonus included in grapple and attacks |
| Attack | Forge Hammer +60 melee (6d8 + 27 plus 6d6 fire/19–20/×3) |
| Full Attack | Forge Hammer +60/+55/+50/+45 melee (6d8 + 27 plus 6d6 fire/19–20/×3) |
| Space/Reach | 10 ft./10 ft. (15 ft. with Forge Hammer) |
| Special Attacks | Divine aura, spell-like abilities, hammerfall of the nine sparks, salient divine abilities |
| Special Qualities | Divine immunities, damage reduction 20/epic, immortality, spell resistance 42, divine senses and travel |
| Saves | Fort +48, Ref +40, Will +45 |
| Abilities | Str 40, Dex 22, Con 38, Int 36, Wis 32, Cha 30 |
| Skills | Appraise +66, Bluff +63, Concentration +67, Craft (armour) +70, Craft (blacksmithing) +70, Craft (weapons) +70, Craft (stone) +70, Craft (carpentry) +70, Craft (jewellery) +70, Diplomacy +71, Hide +55, Knowledge (arcana) +66, Knowledge (architecture and engineering) +66, Knowledge (planes) +66, Knowledge (religion) +66, Listen +64, Move Silently +59, Search +66, Sense Motive +64, Spellcraft +70, Spot +64 |
| Feats | Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Critical (warhammer), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Toughness, Weapon Focus (warhammer) |
| Environment | The Ember Hearths of Iriy (Bytopia) |
| Organization | Unique |
| Challenge Rating | 35 |
| Treasure | Forge Hammer (returns to Svarog if taken) |
| Alignment | Lawful neutral |
| Advancement | — |
| Level Adjustment | — |
Combat
Touch attacks: melee +54, ranged +45. Dodge grants +1 AC against one chosen opponent. Lesser-deity checks may use a die result of 10; initiative can therefore total 30. Attacks, saves and damage still roll; natural 1s do not automatically fail attacks or saves.
Forge Hammer. His +5 two-handed divine warhammer has its own 6d8 base damage and 15-ft. reach, bypasses epic DR and is lawful-aligned. Weapon Focus and Improved Critical are included. Its fire damage is not multiplied on a critical hit. If disarmed, it vanishes at the end of the turn and returns at the start of his next turn.
Power Attack. With the hammer, Svarog can take a penalty from 0 to –20 on all melee attacks until his next turn, adding twice that number to physical damage. For example, –10 gives +50/+45/+40/+35 and 6d8 + 47 plus 6d6 fire.
Immunities. Fire, acid, cold, electricity, hostile form changes, petrification, mind-affecting effects, ability damage and drain, energy drain, disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Native divine-rank exceptions apply. He is immortal and cannot die from massive damage.
Divine senses and craft. Senses and communication extend 10 miles; he can maintain five remote sites. His portfolio awareness is limited to events affecting 500 or more people. His realm powers follow his rank. He can make up to five portfolio actions per round with DC 20 or lower as free actions. Portfolio magic items up to 30,000 gp need no item creation feat if other prerequisites, costs and crafting time are met.
Divine Aura (Ex). Radius 0–1,000 ft., changed as a free action. Choose daze, fright or resolve under the native aura rules. Will DC 30 resists and grants 24-hour immunity. Svarog can exempt worshippers and lawful neutral creatures. It affects mortals and lower-ranked deities.
Hammerfall of the Nine Sparks (Su). Standard action; recharges after 1d4 rounds. Each enemy in a 30-ft.-radius burst centred on a point Svarog can see within 120 ft. takes 26d8 fire damage plus 6d8 force damage; Reflex DC 40 halves both. Nonmagical metal in the area glows red for 1 round without dealing additional damage. A creature can drop a held object as a free action. The save DC is Charisma-based.
Spell-Like Abilities
Personal caster level 40th, or 41st for conjuration (creation) spells; save DC 30 + spell level, Charisma-based. No components are required; spells retain their native casting times. minor creation takes 1 minute. Caster-level checks gain a further +10 divine bonus.
At will: mending, prestidigitation
3/day each: magic weapon (DC 31), heat metal (DC 32), magic vestment (DC 33)
2/day each: minor creation (DC 34), wall of iron (DC 35), animate objects (DC 36)
1/day each: greater teleport (DC 37), iron body (DC 38), wish (DC 39)
Domain powers. All domain spells listed below are separately available at will, CL 20th (21st for conjuration [creation]), with the same DCs. Fire turning/rebuking has 13 uses/day at effective cleric level 10. Artifice’s +4 Craft bonus is included above. Once per day as a free action, the Strength power grants +10 enhancement to Strength for 1 round: Str 50, Forge Hammer +65/+60/+55/+50, physical damage 6d8 + 35, grapple +64. These values exclude Power Attack.
Divine travel. Self-only greater teleport at will, CL 20th, carrying up to 1,000 lb.; self-only plane shift at will, CL 20th, carrying up to 100 lb.
Skills. All twenty-one listed skills have 43 class-skill ranks, assigning 903 skill points. Craft totals include Artifice. Diplomacy includes +4 synergy each from Bluff and Sense Motive; Spellcraft includes +4 from Knowledge (arcana). Craft grants +4 on related Appraise checks; Knowledge (architecture and engineering) grants +4 on Search checks for secret doors and hidden compartments.
Salient Divine Abilities
The twelve powers below fill ten rank selections and two lesser-deity selections. They function in antimagic, ignore spell resistance and use Intelligence-based DC 33 (10 + divine rank 10 + Intelligence modifier 13) where a save is specified. Salient divine ability rules.
12 salient divine abilities
- Anvil’s Verdict. At will, move action: teleport up to 100 ft. between two visible lit forges in the Ember Hearths. A planar barrier maintained by an equal-or-higher-ranked deity blocks this travel.
- Tempering Stroke. 2/day, standard action: form an iron wall up to 20 ft. long, 10 ft. high and 3 inches thick, resting on a solid surface within 30 ft. Each 5-ft. section has hardness 10 and 90 hp. It lasts 3 rounds, then vanishes; no iron can be harvested.
- Hammer’s Echo. 2/day, immediate action: one willing ally within 40 ft. rerolls a failed Reflex save at the same DC and must keep the second result.
- White-Hot Bond. 1/day, immediate action: after an enemy’s manufactured melee weapon hits an ally Svarog can see within 60 ft., the weapon flares. The attacker can drop it immediately as a free action; otherwise it takes 6d6 fire damage, Reflex DC 33 half. This does not undo the triggering hit.
- Foundry Ward. 2/day, swift action: a held manufactured weapon gains a +3 enhancement bonus for 1 minute, replacing a lower bonus rather than stacking with it. Its next successful hit during that minute deals 2d6 extra fire damage, not multiplied on a critical hit.
- Fire Through Iron. 3/day, swift action: Svarog’s next Forge Hammer hit before his turn ends deals 4d6 extra fire damage. Extra damage is not multiplied on a critical hit.
- The Unmade Blade. 1/day, standard action: create a two-way, 10-ft.-square passage between two visible places in the Ember Hearths within 300 ft. It lasts until Svarog’s next turn and carries only willing creatures. Equal-or-higher-ranked divine barriers block it.
- Forged Witness. 1/day, standard action: restore one broken nonmagical suit of armour, door or tool, Large or smaller, to full hp. All original fragments must lie within 10 ft.; no missing matter or magical properties return.
- Bell of the First Strike. 1/day, immediate action: impose –4 on one visible enemy’s attack within 60 ft., after the roll but before the result is announced. This applies to that attack only.
- Quenched Fury. 1/day, standard action: extinguish nonmagical fire in a 30-ft.-radius burst within 60 ft. Magical fire ends only if Svarog succeeds on a caster-level check, +50, against DC 11 + that effect’s caster level. This does not harm creatures made of fire.
- Forged Fire Sight. At will, standard action: see a silent image of one known shrine forge on the same plane for 1 round. Lead and an equal-or-higher-ranked divine sensing barrier block this particular vision.
- Forged Fire Recollection. 1/day, swift action: restore one expended use of a personal spell-like ability of 4th level or lower. This cannot restore salient abilities, domain powers or artifact uses.
The Ember Hearths
The Smith’s Inspection. Once per day, a creature that spends 1 hour helping repair an ordinary tool in the Ember Hearths can quench it in Svarog’s trough and ask him one question about its workmanship. He answers truthfully about what he can discern; the blessing does not reveal a maker’s thoughts or the future. The helper also gains a +2 competence bonus on one Craft check to repair a metal object during the next 24 hours. The benefit ends when used and cannot be accumulated.
Cleric domains and domain spells
Artifice, Fire, Strength. Choose two domains, gaining their powers and one domain spell slot per spell level. Favoured weapon: warhammer.
Granted domain powers
Artifice. +4 on Craft checks; +1 caster level for conjuration (creation) spells. Fire. Turn or destroy water creatures and rebuke, command or bolster fire creatures, sharing 3 + Charisma modifier uses/day under the native cleric turning rules. Its resist energy domain spell protects against cold or fire only. Strength. Once/day as a free action, gain an enhancement bonus to Strength equal to cleric level for 1 round.
Coal of the First Hearth — D&D 3.5e
Unique minor artifact; held coal; CL 11th; no market price or ordinary crafting formula. Ordinary water cannot extinguish the coal. It lights one forge for 8 hours without fuel when placed in its firebox; it cannot power more than one forge at a time. Once per day, its bearer uses a standard action to invoke make whole on a metal object in that forge, maximum volume 110 cubic feet. It repairs all physical breaks permitted by the spell, but restores no lost magic. It cannot repair rods, staffs, wands, warped or melted objects, consumed material, creatures or constructs.
Destruction. Svarog can extinguish the coal permanently by quenching it in his trough while knowingly refusing to repair an innocent person’s essential tool.
Related lore and sources
Return to the Slavic pantheon, visit Iriy in Bytopia, or read about Simargl, the guardian of its Ember Ways. The cleric spell directory collects further magic for shrine keepers.
Nikos Čausidis’ study of Dazhbog in Malalas’ chronicle examines the Svarog–Dazhbog passage and related traditions. His study of proposed Svarog imagery develops an iconographic hypothesis; it is not an identification accepted here as certain. The medieval evidence, later reconstruction and the god’s present life in Iriy are distinct.
Rules sources and licensing
Svarog’s deity statistics, named powers, Coal and estate blessing are original campaign material. CR and ability scores are uncapped. The modern CR 35 and PB +10 are unofficial extrapolations beyond the published tables and have not been playtested; no official XP value is assigned.
Edition references: 2024 stat-block overview, 2014 monster statistics, Pathfinder monster entries, 3.5e monster entries, Pathfinder outsider rules and 3.5e epic progression. The Light Domain follows the Player’s Handbook (2024); the Forge Domain follows Xanathar’s Guide to Everything (2017), pp. 18–19, for the 2014 rules. Their actual spell lists are reproduced above without patron substitutions. Official 2024 cleric changes.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. Changes include original deity, relic and estate rules. Legacy mechanical material is used under the Open Game License v1.0a; original setting prose and artwork are excluded from that designation. Copyright notices: Open Game License v1.0a © 2000 Wizards of the Coast, Inc.; System Reference Document © 2000–2003 Wizards of the Coast, Inc.; Pathfinder Roleplaying Game Core Rulebook © 2009 Paizo Publishing, LLC; Pathfinder Roleplaying Game Advanced Player’s Guide © 2010 Paizo Publishing, LLC. The hammer-and-anvil emblem is original campaign artwork, not a claimed archaeological symbol.
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