Cleric
Base Class: Cleric

The Shelter domain provides a place of comfort and protection in the midst of danger and chaos. Followers of this domain represent the last homely house, the warm hut in a blizzard, the eye of the storm. They may be found aiding expeditions deep into the wilderness or managing the logistics of an army on the march. Clerics of the Shelter domain may include worshipers of Helm, Eldath, Pholtus, Rao, Boldrei, Yondalla, or Hestia.

Shelter Domain Spells

Cleric Level Spells
1st Alarm, Sanctuary
3rd Arcane Lock, Rope Trick
5th Create Food and Water, Tiny Hut
7th Private Sanctum, Resilient Sphere
9th Antilife Shell, Teleportation Circle

Bonus Proficiency

At first level you gain proficiency in either the Medicine or Survival skill.

Medicine

Gain proficiency in Medicine.

Survival

Gain proficiency in Survival.

Create Shelter

Starting at 1st level you gain the ability to create shelter that is especially restful. Once per long rest, you can spend 10 minutes to create a magical campfire that lasts 12 hours or until dismissed.  Anyone taking a short rest within 20 feet of the campfire heals for an extra 1d6 hit points per hit die they expend. Anyone taking a long rest within 20 feet of the campfire gains half your Cleric level (rounded down) plus your WIS modifier temporary hit points after resting.

Upon reaching 8th level, instead of creating a bonfire you can create a small lodge that lasts for 12 hours. The lodge is made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace. The lodge contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk. The same benefits apply to those resting inside the building as to those resting around the bonfire.

Upon reaching 13th level, the shelter you create (either campfire or lodge) lasts for up to 24 hours.

Channel Divinity: Shield Ally

Starting at 2nd level, you can use your Channel Divinity to provide safety for your allies.

As a reaction when an ally within 30 feet of you is attacked or affected by a spell or ability, you present your holy symbol and grant the ally a bonus of 2 plus your WIS modifier to AC or all saving throws (your choice) until the start of their next turn.

Eye of the Storm

Starting at 6th level you can quickly create a bubble of calm amidst chaos. Once per long rest, you can cast the spell Tiny Hut with a casting time of 1 action without using a spell slot.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Cocoon of Safety

Starting at 17th level you can safely ensconce a creature in the nick of time. Once per short rest you can cast Resilient Sphere as a reaction on a willing creature without using a spell slot. Each turn that the spell is in effect, you can use a bonus action to heal the creature inside the sphere by 1d8 + your WIS modifier HP.

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