Base Class: Cleric
The Hearth domain focuses on the creation and maintenance of Blessed Fires in camps or in strongholds and the value of hospitality and good company. The gods of the hearth promote rest, relaxation, and comfort by providing warmth and shelter to the sick, weary and wounded. The hearth is at the center of most communities, especially those of humans, dwarves, and halflings. Gods of light, warmth, healing, food and hospitality all make good deities for hospitality domain clerics, and most good-aligned and orderly gods have a healthy respect for the benefits of the hearth. In Qvorryn, the Hearth domain is most heavily associated with Viru.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and cook's utensils.
Blessed Fire
Also starting at 1st level, you may designate a campfire or hearth as a place of shelter for you and your allies. You gain a special, secondary holy symbol for use in designating such a fire, choosing from the following options: a ceremonial sword, a stone amulet, or an iron kettle. By taking ten minutes to engage in ritual prayer and placing this symbol into the embers of a campfire or hearth, you designate the fire as a place of rest and comfort, allowing up to six creatures of your choice to benefit from its aura. The fire is water and wind-proof, and the area within a 30 ft. radius of the fire is always comfortably warm and dry. Additionally, the fire cannot be extinguished so long as the symbol remains inside it.
Whenever designated creatures spend at least half of a given short rest within 30 feet of the fire, they may add your Wisdom modifier to their hit dice rolls in addition to their own Constitution modifier. Creatures designated in this way also gain an additional 1d6 temporary HP each time they finish a long rest at this site.
Channel Divinity: Aura of Defense
Starting at 2nd level, you can use your Channel Divinity to reinforce a blessed fire.
As an action, you may designate up to 6 creatures within 30 feet of the fire to benefit from this magical protection, increasing their AC by 2 while they remain within range. Additionally, up to 5 barriers measuring 5x10 feet appear in positions that you indicate to the GM. The barriers are made of earth or stone, have an AC of 5, 10HP, and count as full cover for an individual crouching behind them. If similar cover already exists (Crates, fences, fallen trees, etc.) you may instead reinforce said cover at the cost of 2 barriers. Doing so increases the AC of the cover by five, and provides it with an additional 2d6HP.
Any hostile creature attempting to move within 30 feet of the fire must make a Wisdom saving through against your spell save DC, taking 2d6 fire damage on a failed save and half as much on a success.
Indelible Hearth
Beginning at 6th level, your Blessed Fire is always within reach. Any time you cast a spell that creates a magically protected or interior space - Tiny Hut, Private Sanctum, etc. - you may choose to summon your blessed fire as part of the same action. Additionally, any such space you create carries forth certain features from your previous Blessed Fire. Rations, camp equipment, cooking supplies, tents, and personal items are arranged around the fire as similarly as possible given the geography of the site.
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 fire damage to the target. This damage ignores resistance, but not immunity, to fire. When you reach 14th level, the extra damage increases to 2d8.
Roaring Hearthfire
Starting at 17th level, when you would normally roll one or more hit dice to restore hit points during a short rest, you instead use the highest number possible for each die. For example, instead of rolling 1d8 on a hit dice, they restore 8+(their CON modifier)+(your WIS modifier).
Comments