Base Class: Cleric
You have been called as Hestia's chosen. Your path is one of Flame, Healing, Protection, and most importantly Hope. Gather and embolden your allies and rain flame down upon those who seek to drag you apart.
Hearths Blessing
Also starting at 1st level, your divine magic becomes enhanced. Whenever you use a spell of 1st level or higher to restore hit points to a creature or to that deals fire or radiant damage; the creature regains additional hit points or takes additional damage equal to your proficiency bonus.
Channel Divinity: Hearths Embrace
Starting at 2nd level, you can use your Channel Divinity to burn the unworthy.
As an action, you summon the light of Olympus's Great Hearth around you, using your Channel Divinity. For 1 minute, you emits bright light in a 20-foot radius and dim light 20 feet beyond that. At the start of your turn, choose up to double your proficiency bonus creatures in this bright light, they all take radiant damage equal to your proficiency bonus. For the duration your allies also regain a number of hit points equal to a third of your cleric level at the start of their turn if they are within the bright light.
Healing Ember
Beginning at 6th level, the flames of the hearth you channel through your spells heal as well as harm. When you cast a spell of 1st level or higher that deals fire damage, you or an ally within 30 ft. of you regains HP equal to your proficiency bonus + the spell’s level.
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. When you reach 14th level, the extra damage increases to 2d8.
Vestige of the Great Hearh
At 20th level, you can assume the form of an avatar of Olympian light. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Allies within 30 ft. of you deal an extra 2d6 fire damage on their weapon attacks.
- Once per turn, when you cast a healing spell or a spell that deals fire damage of 1st level or higher you may spend a spell slot of one level lower than what would normally be spent on that spell.
Once you use this feature, you can't use it again until you finish a long rest.
Comments