Cleric
Base Class: Cleric

There is power in the hearth. It is the warmth that nurtures and protects. It binds us in kinship, our loyalties, to our pasts and futures. It carries the ephemeral qualities that makes a shelter a home and a home something you carry in your soul. For those whose hearts speak a language of comfort and warmth, there is the domain of the Hearth and Home.

Domain Spells

Level 1: Alarm, Unseen Servant

Level 3: Arcane Lock, Scorching Ray

Level 5: Catnap, Leomund's Tiny Hut

Level 7: Fire Shield, Mordenkainen's Private Sanctum

Level 9: Flame Strike, Wall of Stone

 

 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Chef's tools, the Survival skill, and learn the Create Bonfire cantrip.

Hearth's Warmth

Also starting at 1st level, the flames created by your hearth bolster those in their light. While an ally is within 20 feet of the bonfire made with Create Bonfire they gain a bonus to AC equal to half your Proficiency Bonus (PB) rounded down and temporary hit points equal to your PB. The bonus temporary hit points are refreshed at the start of every turn if any are missing, though the effects only continue while within the bonfire's radius. The bonfire can be continued after the initial spell is cast through mundane means to prolong the protective effects, but casting Create Bonfire again will end the benefits on the existing bonfire and extinguish it automatically. All effects of this subclass that refer to the bright light of your Create Bonfire's spell affect you as well.

Channel Divinity: Protective Covenant

Starting at 2nd level, you can use your Channel Divinity to link the enduring warmth of the Hearth to the well-being of allies. At the end of a short or long rest spent in the light of a fire created by you you may designate a number of creatures up to your Wisdom Modifier (minimum of 1) as protected by the Hearth. When one of these chosen creatures is reduced to 0 hit points or fewer you can use your Channel Divinity as a reaction to have them drop to 1 hit point instead.

 

Blessed Fires

Beginning at 6th level, the warmth of the Hearth has permanently infused your being and strengthened the warding forces of your fire. You gain resistance to Cold damage and immunity to the hazards of Extreme Cold or resistance to Fire damage and the hazards of Extreme Heat. You can switch between at the end of a Long Rest or as a bonus action. You can switch as a bonus action a number of times equal to your PB with spent uses restored at the end of a Long Rest. Additionally the fires created by your Create Bonfire spells gain the following additional effects:

  • The bright light shed by the fire increases in size to a 25 ft radius.
  • Allies within the bright light gain either a resistance to Cold damage or to Fire damage, the resistance type granted matching the resistance you currently possess.
  • Allies within the bright light are considered to be under the effects of the See Invisibility spell. The spell-like effect persists until the end of their first turn spent outside of the bright light.
  • Creatures that take a short or long rest within the bright light get a +5 bonus to Passive Perception and Perception checks to notice ambushes and other surprise attacks made on them during their rest. The bonus is lost if no one is conscious and keeping watch during the rest.

Hearth's 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 cantrip or weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Hearth of the Gods

Starting at 17th level, the potency of your hearth has reached it's pinnacle, the magical warmth suffusing all you deem under your protection. Your bright light radius from your Create Bonfire's fire extends to 30 feet and allied creatures within the radius gain the following benefits:

  • They gain a bonus to saving throws equal to your Wisdom modifier (minimum 1). Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.

  • When you complete a long rest you can choose a number of creatures equal to your PB. Those chosen are under the effects of the True Seeing spell for a duration of your Wisdom modifier (minimum 1) in hours.

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