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Cleric Hearth dOMAIN

FOSTERED AROUND THE
warmth of the hearth, community is
the heart of a thriving society. It is a
place where virtues like compassion,
cooperation, and resilience are
seeded and cultivated. The gods of this domain
inspire the nurturing of communal bonds and
protection of the vulnerable, often likening the
capacity for growth they offer to the hearth’s
firelight.
Clerics of the Hearth bless new homes,
mediate conflicts, and reinforce mutual
support, acting as stewards of unity.
They see every act of kindness
and shared meal as strengthening
the community as a whole.
Their magic heals and
protects, embodying
the enduring power
of unity.

Domain Spells
1st-level Hearth feature
You gain domain spells at the cleric levels listed
in the Hearth Domain Spells table. See the
Divine Domain class feature for how domain
spells work.
Hearth Domain Spells
Cleric Level Spells
1st alarm, sanctuary
3rd aid, calm emotions
5th beacon of hope, tiny hut
7th guardian of faith, private sanctum
9th hallow, telepathic bond
PBonus Proficiencies
1st-level Hearth feature
When you choose this domain at 1st level, you
gain proficiency with cook’s utensils. You also
gain proficiency in the Insight or Persuasion
skill (your choice).
Embrace and Exile
1st-level Hearth feature
Also at 1st level, your magic embodies the
warmth of your community or the coldness
towards those who reject or harm it. When you
cast a spell using a spell slot that targets a willing
creature, that creature also regains 1d6 hit
points. If you cast a similar spell that targets an
unwilling or hostile creature, and they are hit by
the spell or fail their saving throw, you may deal
1d6 psychic damage to them.
This die increases to a d8 at 5th level, a d10 at
10th level, and a d12 at 15th level.
Channel Divinity: Hearth’s Spark
2nd-level Hearth feature
Starting at 2nd level, you can use your Channel
Divinity to bolster the resolve and spirit of your
community.
As an action, you present your holy symbol
and choose a number of creatures within 30
feet of you, up to a maximum of your Wisdom
modifier (minimum of one). Each creature gains
temporary hit points equal to 2d6 + your Cleric
level. While these temporary hit points last, a
creature can take the Help action as a bonus
action.
United we Stand
6th-level Hearth feature
At 6th level, you inspire unity among your allies
even in dire circumstances. As a reaction, when
you and one or more allies within 30 feet are
required to make a saving throw, you can allow
your allies to use your saving throw result in
place of their own against the effect.
You can use this feature a number of times equal
to your Wisdom modifier (minimum of once),
and you regain all expended uses of it when you
finish a long rest.
Potent Spellcasting
8th-level Hearth feature
Starting at 8th level, you add your Wisdom
modifier to the damage you deal with any cleric
cantrip.
Kidred’s Hearth
17th-level Hearth feature
Starting at 17th level, you can infuse an area
with the radiant energy of unity and warmth
shared around the hearth, creating a sanctum
of protection. As an action, you can create a
stationary sphere with a 30-foot radius centered
on you that lasts for 1 hour. Whenever an ally
starts their turn in the aura, they gain temporary
hit points equal to 1d6 + your Wisdom modifier.
In addition, they gain a bonus to all attack rolls
and saving throws equal to the roll on the d6,
until the start of their next turn. You can use
this feature once before you finish a long rest.