Base Class: Cleric
Despite the biting cold, the party remains merry as a half-elf says a short prayer while they sit around a humble fire flanked by tents. A warming feeling rushes through their bodies from head to toe, and they feel like they could shed their coats and still feel toasty.
Taking watch all alone, a dwarf's eyes begin to droop. Suddenly, a crack of a twig is heard, and she snaps to attention, three bolts of fire hovering over her palm, raring to rush to the defence of the smouldering fire pit setup, an iron stew pot glowing in the newly cast brightness.
The hearth is a sacred place. From the fireplaces of a home, the blazing coals in a city's hall or even the mythical everlasting fire in Olympus from which Prometheus stole from, the hearth is an important feature of any house. It is representative of safety and warmth, which naturally draws those who want to help to it. This domain of Clerics is for those who are willing to invite, protect and heal those who join them, and protect the hearth from those who seek to defile it. For Clerics of this domain, the hearth is not set in stone at home. Should you find yourself adventuring or exploring, the campfire you set up with your party seeking respite is just as suitable - You are the carrier of this sacred fire.
For serving and protecting, you are gifted abilities which are in line with this code of conduct. The hearth can be used to heal, reconcile and converse alongside a good meal. Or you can command the fire against those who pose a threat to you, using the same fire to warm as a weapon of destruction.
Hearth Domain Cleric Spell List
Hearth Cleric Spell List:
1st Level: Calcify, Cure Wounds
3rd Level: Scorching Ray, Calm Emotions
5th Level: Fireball, Create Food and Water
7th Level: Fire Shield, Private Sanctum
9th Level: Mass Cure Wounds, Immolation
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor as most clerics do as well as herbalism kits as one may have to produce a poultice at the hearth when required.
Protector of the Hearth
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to the spell’s level. Furthermore, your spells heal the soul to a degree and provide the recipient with a warming feeling that translates into actual cold damage resistance.
Channel Divinity: Carry Hearth
Starting at 2nd level, you can use your Channel Divinity to improve a short rest.
You present your holy symbol and evoke energy when your party is sitting around a campfire during a short rest. Your campfire turns into a temporary hearth. Each party member at the campfire receives the following benefits after you expend your Channel Divinity.
Warm the Heart - Regain HP equal to the maximum of a single hit die without expending a hit dice.
Peace of Mind - Regain a number of spell slots equal to your Cleric level. The spell slot regained cannot be higher than the highest level spell slot known by the Cleric.
Goddess' Comfort
Beginning at 6th level, the healing spells you cast on others extend their protection due to your strengthened connection to the divine. Once per day, when you cast a spell of 1st level or higher that restores hit points to a creature other than you, they gain a bonus resistance to a damage type of your choosing besides Cold. The duration of the resistances is increased from 1 hour to 2 hours. This effect does not apply to spells which heal more than a single target at one time.
The god/ideal you devote yourself to to protect the hearth also allows you to reap some benefits to better defend it. Once a day, as a bonus action, you can choose up to 3 targets you can see within 60ft of you and force them to roll a Wisdom save against your Spell DC. Upon failure, those targets receive disadvantage on saving throws on any fire-element spell you cast which affects them for one round, OR you receive advantage on any spell roll to hit targeting those creatures with any fire-element spell.
You also learn the spell Wall of Fire, knowing it by heart and not requiring any material components. After using the spell, it will require a long rest to recharge.
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 1d4 radiant damage and 1d4 fire damage to the target. When you reach 14th level, the extra damage increases to 1d8 + 1d8.
Avatar of Flames
Your attunement to the hearth is unlike no other, comparable to that of the Gods. By embodying the flames themselves and the emotions and spiritual connection embodied within, you gain the following bonuses during combat.
The heat emanating off of your body acts as half cover to any ally within 15ft of you. You gain immunity to damage from cold-elemental spells of 6th level or lower as well as any magical or non-magical ranged damage that would deal less than or equal to 30 damage.
The rise of the hot air circulating you also allows you to levitate at will outside of combat.
Previous Versions
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12/1/2021 4:10:14 PM
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47
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6
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1.5
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Coming Soon
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