Cleric
Base Class: Cleric

The Hearth Domain belongs to deities that uphold society, protection of territory, and shelter for their constituents. They are the diffusers, those that bring calm and uphold comfort, peace, and security. The hearth is the symbol of their divinity and their pledge of protection over spaces of rest. As the keepers of this divine flame, you harness its soothing warmth to comfort your charges and use its searing heat to drive back those that seek to blaspheme the sacred ground the heart dictates.

Hearth Domain Spells

Cleric Level Spells

1st

Alarm, Sanctuary

3rd

Prayer of Healing, Calm Emotions

5th

Magic Circle, Beacon of Hope

7th

Death Ward, Private Sanctum

9th

Hallow, Mass Cure Wounds

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with cook's utensils.

Warmth of The Hearth

Also starting at 1st level, your hearth provides comfort and strength to your allies. You gain access to the Create Bonfire cantrip. Whenever you or your allies take a short or long rest within 30 ft. of a hearth created with the aid of the Create Bonfire cantrip, they gain temporary hit points equal to your Wisdom Modifier plus your Cleric Level. These temporary hit points last till your next short or long rest.

Channel Divinity: Pacifying Presence

Starting at 2nd level, you can use your Channel Divinity to disarm conflict, and exude an aura of comfort and amiability.

As an action, you can use Channel Divinity and each creature you choose that can see or hear you within 30 feet of you must make a Wisdom saving throw. Non-hostile creatures fail this save automatically. Those that fail this saving throw are charmed for a minute or until they take damage, and are friendly towards you and other creatures you choose. In addition, you may add your Wisdom modifier to persuasion checks against creatures under the effect of this ability.

Mantle of Protection

Beginning at 6th level, your protective magic infuses you and your allies with divine vigor. When you cast an abjuration spell, allies who are targeted or are within the area of effect gain temporary hit points equal to 1d8 plus your Wisdom modifier. These temporary hit points stack with those obtained from effects other than this feature, if any, and last till your next short or long rest.

Potent Spellcasting

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

Keeper of The Flame

Starting at 17th level, you carry the essence of the divine flame within you. You emanate an aura of warmth in a 30 feet radius. Allies that enter or begin their turn in the radius is immune to being frightened until their next turn and gains temporary hit points equal to your Wisdom modifier.  These temporary hit points last till your next short or long rest. Enemies that enter or begin their turn in the radius take fire or radiant damage equal to 1d4 plus your Wisdom modifier.

Previous Versions

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