# 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.