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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