Cleric
Base Class: Cleric

Not all homes are made of brick and mortar. For the clerics of the Hearth, home is a feeling, a haven of warmth, comfort, and belonging they strive to create wherever they wander. These clerics draw upon the divine spark of community and hospitality, their magic imbued with the gentle crackle of a hearth fire and the nourishing aroma of shared meals.

Hearth clerics are natural healers, their spells infused with the restorative power of home, and they see home not just as a place, but a feeling they can cultivate anywhere. They find solace in the simplest things: the shared warmth of a campfire, the comfort of a shared meal, the camaraderie of shared stories. They use their skills to create pockets of community, offering a listening ear, a helping hand, and a reminder of the strength found in togetherness.

Shelter of the Hearth

When you choose this domain at 1st level, you and friendly creatures within 10 feet of you have resistance to cold damage.

Blessings of the Hearth

Also at first level you can cast the spell Bless once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Channel Divinity: Warmth of the Hearth

Starting at 2nd level, you can use your Channel Divinity to invigorate someone granting them a sense of safety.

As an action, you touch a creature and grant them temporary hit points equal to 2d6 + your Wisdom modifier. Additionally, they feel a surge of hope and comfort, and gain advantage on their next saving throw against being frightened or charmed.

Flame of Hospitality

  • Starting at 6th level as an action, you expend a spell slot to create a magical hearth fire within 10 feet of you. The fire lasts for 1 minute per spell slot level expended. Creatures of your choice within 10 feet of the fire gain the following benefits:

    • They have advantage on saving throws against the frightened condition.
    • They regain 1d6 hit points at the beginning of each of their turns.
    • They can use their bonus action to make a Charisma (Persuasion) check contested by another creature's Wisdom (Insight) check. If they succeed, the other creature feels a sense of camaraderie and is more likely to trust and cooperate with them.

Feast of the Hearth

at 8th level as an action, you can touch a non-magical food source (such as rations, berries, or a small animal) and imbue it with the magic of the hearth. This transforms the food into a "Feast of the Hearth" that provides nourishment and benefits for a number of creatures equal to 4 + your Wisdom modifier. Each creature who consumes the food gains the following benefits:

  • Regain 2d6 hit points.
  • Gain temporary hit points equal to your Wisdom modifier.
  • Gain advantage on their next ability check.
  • The food remains transformed for up to 8 hours before it spoils

This can be used once per long rest.

Going Home

Sometimes you just need to go home.  At 17th level you can use an action to teleport you and any willing creatures to a place that you all shared.  The location must be somewhere everyone considers to be safe.  The creatures know telepathically where your target location is if they have been there before.  If the target has not been there or does not see it as a safe place then they are not transported. 

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