Hearth: Divine Domain
Divine Domain for Clerics
Hearth Domain Spells
Cleric Level |
Spells |
1st |
Goodberry, Sanctuary |
3rd |
Healing spirit, Rope trick |
5th |
Beacon of hope, Tiny hut |
7th |
Faithful hound, Private sanctum |
9th |
Circle of power, Dispel Evil and Good |
Bonus Proficiencies
A host has certain obligations to their guests, and you must be able to provide comfort and warmth to your friends. When you adopt this Domain at 1st level you gain proficiency with the herbalism kit and cook's utensils.
Blessing of the Hearth
Starting at 1st level, your presence during respites allows your companions to rest without care. At the end of each short rest, you can choose a number creatures equal to your Wisdom modifier (minimum of 1). These creatures have their level of exhaustion, if any, reduced by 1, and they regain (additional) hit points equal to your cleric level.
Channel Divinity: Restful Sojourn
At 2nd level, you gain this additional Channel Divinity option.
As an action, you present your holy symbol and point towards an area you can see within 30ft. For 1 hour a hearth of harmless flames appears, and the flames produce a pleasant warmth in a 10 feet radius sphere centered on the hearth. The hearth requires no fuel to burn and is unaffected by water or wind. The hearth sheds bright light in a 20-feet radius and dim light for an additional 20 feet. During a short rest, any creature that is within 10 feet radius sphere that spends hit dice to regain hit points, may add your Wisdom modifier to each die roll
Hospitality
Starting at 6th level, you gain the ability to make friends more easily. When you speak to a creature for at least 1 minute, you can attempt to make them regard you and your allies as friends. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. The target is charmed in this way for 1 hour, until it is attacked or damaged, or one of its allies or attacked or damaged.
While the creature is charmed by you they will do the best they can to make you and your allies feel at home. They will regard you as a long lost friend, and will offer you a place to sleep, food to eat, and warm ale to drink. However, they will not go out of there way to offer you what they do not have, such as buying you and your allies a room.
If the target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.
Divine Strike
Starting at 8th level, you learn to channel the warmth of the Hearth into your weapon's strikes. Once per turn, when you hit a creature with a weapon attack, you can cause the attack to do an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Beacon of Hospitality
Your god has blessed you with unmatched resilience so that nothing can stop you from spreading the warmth of the Hearth. Upon reaching 17th level, you are resistant to fire and poison damage, and you have advantage on saving throws to resist the paralyzed, restrained, and stunned conditions.