Cleric
Base Class: Cleric

Sometimes when the army is sent off to war, the homes they left are in need of protection as well. Hearth domain clerics fill this gap. The untrained, but determined defenders of home and hearth these clerics are often followers of deities like Frigg or Brigid or even the orc goddess Luthic. Others may simply be followers of defenders of civilization like Erathis or Berronar.

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.

Hearth Domain Spells

CLERIC LEVEL SPELLS
1st command, shield of faith
3rd arcane lock, warding bond
5th beacon of hope, tiny hut
7th death ward (alternatively staggering smite, if available to you), guardian of faith
9th telepathic bond (alternatively banishing smite if available to you), dispel evil and good

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.

Voice of Determination

Starting at 1st level, you can use the power of your determination to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Protector of the Hearth

Starting at 2nd level, you can use your Channel Divinity to harness the power of your determination to knock back and deal force damage to your foes.

As an action, you present your holy symbol, and each hostile creature within 30 feet of you must make a Strength saving throw. A creature takes force damage equal to 2d6 + your cleric level on a failed saving throw and is knocked back 10 feet and falls prone, and half as much damage and is not knocked prone on a successful one. A creature that has total cover from you is not affected.

Intervene

Starting at 6th level, when you or a creature within 20 feet of you takes bludgeoning, piercing or slashing damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

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 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Devoted Guardian

At 17th level you radiate a protective aura in a 30 foot radius around yourself. Any creature you designate that stands in this aura is attacked at disadvantage by all hostile creatures while you are conscious.

Previous Versions

Name Date Modified Views Adds Version Actions
2/14/2020 10:10:52 PM
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2/14/2020 10:12:15 PM
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