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Hearth Domain

Bonus Proficiencies

A host has certain obligations to their guests. You should be able to provide warm food, rest, respite, and safety. When you select this Domain at 1st level you gain proficiency with the Herbalism Kit, Cook's Utensils, and Heavy Armor.

Blessing of the Hearth

When you choose this Domain at 1st level your warm and calming presence during respites from danger allows your companions to rest as if they were in their own bed. Once per long rest you may remove one level of exhaustion from a number of friendly creatures equal to your Wisdom modifier. In addition, you learn the Create Bonfire cantrip, which counts as a Cleric cantrip for you, but doesn't count against the number of cantrips you know.
Hearth Domain Spells
Cleric Level  Spells
1st  goodberry, sanctuary
3rd  healing spirit, warding bond
5th  beacon of hope, plant growth
7th  guardian of faith, mordenkainen's hound
17th  greater restoration, hallow

Channel Divinity: Restful Sojourn

Starting at 2nd level, you gain this additional channel Divinity option. As an action, you may cast leomund's tiny hut, without expending a spell slot or material components. Upon first entering the hut, a number of friendly creatures equal to your Wisdom modifier regain health equal to your Cleric level + your Wisdom modifier.

Selfless Healer

At 6th level, when you use your action to stabilize a downed ally or use your action to cast a spell that causes an ally to regain hit points, you are under the effects of the Dodge action until the beginning of your next turn.

Divine Strike

Beginning at 8th level, you learn to channel the warmth of the Hearth into your weapon's strikes. Once on each of your turns 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.

Master of Hospitality

Starting at 17th level a number of friendly creatures, equal to your cleric level, that complete a long rest with you gain the following benefits:
  • They are cured of any poisons or disease.
  • Their level of exhaustion is reduced by two.
  • They regain their maximum amount of hit dice.
  • They gain temporary HP equal to your Cleric level.
  • They make their first saving throw of the day with advantage.

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