Cleric
Base Class: Cleric

Many divinities attract their followers through power, wielding the primordial elements of creation in fantastic displays of divine might and righteous fury.  Your deity, however, is not one of war or strength, but of home.  A protector and a nurturer, your god or goddess prioritizes safety, warmth, and hospitality over the more dramatic displays of some other divines.  Their mission, and in turn your own, leads you to protect the weak, nurture the sick, take in the outcast, and love all who enter your abode, even your most hated enemy.  In your worship, you understand that even where the mightiest blade or most powerful spell may fail, a warm meal and an open heart may yet prevail.  Such is the purview of the Hearth Domain, which strives for peace amongst families, and protection from the harshness of the wider world.

Hearth Domain Spells

Cleric LEVEL SPELLS

1st

alarm, sanctuary

2nd

calm emotions, knock

3rd

catnap, leomund's tiny hut

4th

hallucinatory terrain, mordenkainen's private sanctum

5th

circle of power, passwall

Bonus Cantrip

When you choose this domain at 1st level, you learn the produce flame cantrip, if you didn't know it already.  This counts as a cleric cantrip for you, and does not count against the total number of cantrips you know.

House of the Gods

Also starting at 1st level, you are able to spread your deity's protective influence to wherever you lay your head for the night.  Whenever you begin a long rest, you may create a magical flame which occupies a 5-foot cube.  The flame takes on a form and color of your choice, shedding bright light over a radius of 60 feet and dim light for an additional 60 feet.  The flame remains for 8 hours, and cannot be extinguished by non-magical means.

While within 60 feet of the flame, you and creatures friendly to you have advantage on Wisdom (Perception) checks, and cannot be surprised, even while asleep.

Channel Divinity: Sacred Hospitality

Starting at 2nd level, you can use your Channel Divinity to create company where at first you had enemies.

As an action, you may present your holy symbol and target a number of creatures up to your Wisdom modifier (minimum one) that you can see within 30 feet of you, forcing each target to make a Wisdom saving throw against your spell save DC.  On a failure, that creature becomes your guest for the next hour.  While under this effect, a creature is incapable of knowingly taking any action that would result in harm for you, your allies, or one of your other guests.  Likewise, you and your allies cannot knowingly take any action that would result in harm to an affected creature.

Blessed Respite

Beginning at 6th level, creatures find it easier to rest in your presence.  Whenever you, or a creature within 60 feet of you, expend unused hit dice at the end of a short rest, you may reroll any of those hit dice that roll a 1.  You must use the results of the second roll.

Potent Spellcasting

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

Channel Divinity: Holy Bastion

Starting at 17th level, you can use your Channel Divinity to designate an area that is protected against invasion or assault.

As an action, present your holy symbol and speak a prayer of divine protection.  A dome of protective spiritual energy spreads over an area centered on you.  The dome is 30 feet tall and 60 feet wide, and the space within glows with a faint white light.  The dome lasts for up to one minute, as long as you maintain concentration (like a spell), disappearing early if you leave its area, dismiss it (no action required), or fall unconscious or die.

While inside of the dome, you and your allies have advantage on saving throws against the effects of spells, and all attack rolls made against you and your allies are made at disadvantage.  In addition, creatures hostile to you treat the area within the dome as difficult terrain.

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