Hearth Domain Cleric
The hearth domain cleric deals with matters of the home, ancestral traditions, and hospitality. Hearth Domain Clerics can be found in taverns & inns across the multiverse bringing the comforts of home to the open road. The small fire brings warmth to those in need and can often make even the cruelest heart soften with good cheer and fine food. While hearth clerics aren’t as driven to battle as other clerics they make up for it by supporting allies within their hearth. When the need arises they can leave a lasting scorch mark upon their enemies who seek to harm their friends.
Hearth Domain Spells
Cleric Level Spells
1st level Goodberry, Searing Smite
3rd Level Aid, Calm Emotions
5th level Aura of Vitality, Create Food & Water
7th level Fire Shield, Private Sanctum
9th level Hallow, Greater Restoration
When you choose this domain at first level you gain the Sacred Flame and Create Bonfire cantrip from the druids’ spell list. These spells count as cleric spells for you and your spellcasting modifier is Wisdom.
As an action, you create a magical ward of fellowship among your allies. Choose a number of willing creatures equal to your proficiency bonus + class level. You create a magical bond between your fellowship that lasts for 10 minutes or until you use the feature again. While the fellowship is within 30 feet of you they have resistance to bludgeoning, slashing, and piercing damage or a +2 can be added to their AC.
You can use this feature a number of times a day equal to your proficiency bonus.
Channel Divinity: Sacred Hearth
As an action, you can create a fire-like radiance that emanates both heat and light in a five-foot cube in a range up to 60 feet from you. Any hostile creature who is caught in the cube makes a Dexterity Saving Throw or takes 2d8 + your cleric level of radiant damage. Warm radiant light extends in a 10-foot radius around the five-foot cube. Additionally, Any creatures that are not hostile towards you within the radiant light area gain 1d8 hit points.
Starting at the 6th level, If any of the fellowship drops to 0 hit points while the warded fellowship is active, you or another ally in the fellowship can share up to 1d6 of your own hit points with them.
Aura of Embers
Starting at the 8th level, you generate an aura of warm radiant energy around you. You gain resistance to cold and necrotic damage and ignore exhaustion due to cold environments. Additionally, If your warded fellowship feature is active then they receive resistance to cold damage.
Starting at the 17th level, You can create a large 10-foot radiant bonfire that dispels magical darkness within a 60-foot radius. Any hostile creature within that radius makes a Constitution saving throw against your spellcasting DC. On a successful hit, they take 4d12 radiant damage or half damage on a save. Additionally, if your warded fellowship is active then allies within the 60-foot radius regain hit points equal to half their hp maximum.