Cleric Subclass: Hearth Domain
Gods of the Hearth bless their
followers with the ability to keep their communities safe and expand their
knowledge, so they are able enough to welcome strangers to the fold. Most
clerics of this domain are from small towns and villages where showy abilities
are less helpful than just being able to cure and aid the people in their care,
both physically and emotionally. Sometimes such clerics leave their enclosed
communities to find other places in need of such spiritual protection.
Hearth
Domain Spells
1st: Bless, Comprehend Languages
3rd:
Prayer of Healing, Calm Emotions
5th: Beacon of Hope, Tongues
7th:
Aura of Purity, Guardian of Faith
9th: Mass Cure Wounds, Antilife
Shell
Priest of the People. You gain
proficiency in persuasion and an extra language of your choice.
Protection of Hospitality. Starting when you choose this domain
at 1st level, when you would normally roll one or more dice to restore hit
points with a spell to a creature while out of combat, you instead use the
highest number possible for each die. You can use this feature a number of
times equal to your Wisdom modifier (minimum of once). You regain all expended
uses when you finish a long rest.
Chanel
Divinity: Bright Defender. Starting at 2nd level, as a reaction
can use your channel divinity when a creature within 30ft, other than yourself,
takes
damage to reduce the damage by 2d10. If
the amount rolled reduces the damage past 0 the attacked target heals the
excess.
Warmth
of the Hearth. At
6th level when you take a long rest you are protected by the spirits of the
hearth, during this time, you, and friendly creatures within 30ft of you are
under the effects of the sanctuary spell. This spell wears off as soon
as the long rest has ended.
Potent
Spellcasting. Starting
at 8th level, you add your Wisdom modifier to the damage you deal with any
cleric cantrip.
Flame
of Restoration. As an action you produce your holy symbol and send
out a wave of cleansing energy when you reach 17th level. Creatures of your
choice within a 30ft radius of you are cured of the poisoned, stunned, charmed,
and frightened conditions, as well as any disease or exhaustion that is
hindering them.
They also
gain the following benefits for the next minute.
- They have
advantage on saves against being poisoned, stunned, charmed, and frightened.
- So long as
they have at least 1 hit point, they gain healing equal to your Wisdom modifier
at the beginning of their turn.
- Creatures
at 0 hit points who have been affected by this feature immediately stabilize.
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