Cleric
Base Class: Cleric

Throughout history, there have been deities that focus on the upkeep of the household, as a sanctuary for one's family. Followers of these deities are generally stay at home parents and housekeepers that request protection of their sanctuary, but adventurers seeking to protect their home from exterior threats are often blessed by these deities. Generally, lawful deities of family (Frigga, Hera, Hathor, Yondalla) or the home and hearth (Hestia, Boldrei, Domovoy, Brighid, Chantico) influence this domain, promoting ideals of order, safety and protection.

Bonus Cantrip

When you choose this domain at 1st level, you gain the Prestidigitation cantrip if you don't already know it.

Adventurer's Best Friend

At 1st level, your deity grants you an assistant to help around the house and in the protection of your family. You gain a familiar, as described by the Find Familiar spell, with the additional optional form of a sprite. This familiar reappears when you prepare Cleric spells in the morning, and can, as an action, cast Prestidigitation.

Channel Divinity: Not My Daughter, You Bitch

At 2nd level, you can use your Channel Divinity to save an ally from unwanted effects.

When an ally within 30ft fails a saving throw, you present your Holy Symbol to protect your chosen family. This failure becomes a success. This ability cannot be used on yourself.

Aura of the Hearth

At 6th level, your connection to the power of home aids your allies even further. As a bonus action, you conjure a 30ft aura of dim light. Whenever you or a friendly creature within your aura must make a saving throw, the creature gains a bonus to the saving throw equal to your proficiency modifier. You must be conscious to grant this bonus.

Potent Spellcasting

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

Home Is Where The Heart Is

At 17th level, you can summon a house of your aesthetic choice to the material plane to act as a base of operations.

This house acts as a sanctuary to you and your allies, and has the following qualities:

  • The house is a 50ft cube, with one side against the ground. If there is no contact with the ground, the house is destroyed.
  • The interior is protected as though by the Hallow spell.
  • Only allies of your party are capable of summoning creatures to the house.
  • Once per week, you can move the house 100 miles in any direction. If the house does that reappear in contact with the ground, it is destroyed.
  • Your Familiar granted by the Adventurer's Best Friend feature regains 1d4 HP per round whilst in the house.

 

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