Base Class: Cleric
The Hearth is a varied domain, dedicated deities like Hestia are few and far between, and to other gods, it is merely an aspect of their repertoire as deities of travel or family. Either way however, they know that fire is where comfort is found, that alongside smouldering embers is where strangers and friends alike gather to tell tales and reminisce, but most importantly, to rest after a long day's journey.
Clerics of this domain tend to be calm and soothing, almost paternal or avuncular, bringing flame to heal the wounded and mend the exhausted. They are usually found in taverns, camps and inns, sometimes even owning them; bringing comfort to the weary with the always welcoming flame of hearth.
Domain Spells
You gain domain spells at the cleric levels listed in the Hearth Domain Spells table. See the Divine Domain class feature for how domain spells work.
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Cleric Level |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Gracious Host
Beginning when you first choose this domain at 1st level, you gain proficiency with either Brewer's Supplies or Cook's Utensils. You can use Wisdom for any checks made with the chosen tools, your proficiency bonus is doubled for any checks made with it, and you can use it as a spellcasting focus for your cleric spells.
Divine Bonfire
Also at 1st level, you learn how to make a bonfire fueled by your god's flame, and you may spend 1 minute doing so in an unoccupied space you can touch. The bonfire lasts for up to 8 hours, requires no fuel or oxygen, and it emits bright light for 10 feet, and dim light for an additional 10 feet.
Any creature that finishes a short or long rest within the bonfire's light gains temporary hit points equal to half your Cleric level (rounded down, minimum of one) + your proficiency bonus. Additionally, creatures within the bonfire's light can complete a short rest in 10 minutes rather than 1 hour, and once they do so they can't do it again until they finish a long rest.
Channel Divinity: Flaring Hearth
At 2nd level, as a bonus action, you can conjure a spectral hearth, a conduit of your deity's magic, in an unoccupied space you can see within 60 feet of you and expending your Channel Divinity. The hearth emits bright light for 20 feet and dim light for an additional 20 feet. It is a Medium object, immune to all damage and conditions, and it lasts for 1 minute.
As a bonus action on any subsequent turns, you can teleport the hearth to an unoccupied space within range. When you do, when you first activate this feature, or as a bonus action, you can cause the hearth to flare, choosing a creature within 15 feet of it. They either regain hit points equal to 1d8 + half your cleric level, or they must succeed on a Dexterity saving throw against your spell save DC, taking 1d12 + half your Cleric level fire damage on a failed save.
Fiery Respite
Starting at 6th level, you can cause harmful flames to aid your allies. Whenever you deal fire or radiant damage, you can pick a different creature within 15 feet of the damaged creature. They gain temporary hit points equal to 1d6 + half your cleric level. If multiple creatures are damaged with a single instance of fire or radiant damage, you pick which instance triggers this feature.
When gaining temporary hit points this way, a creature can expend up to a number of Hit dice equal to their proficiency bonus to regain hit points as a reaction. When they do, their exhaustion level, if any, is reduced by 1, and a creature's exhaustion level can be reduced this way once per long rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Soothing Sanctuary
By the time you've reached 17th level, you've become the absolute embodiment of hearth and comfort. If a creature finishes a long rest alongside you, they regain all expended Hit Die, rather than half. If a creature finishes a short rest alongside you, they regain one expended Hit Die.
In addition, whenever a creature gains temporary hit points from one of your spells or features, they add a d6 to their next attack roll, ability check or saving throw.
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