Cleric/Hearth Domain

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cleric

Hearth Domain
Homebrew: (3.2.0) This subclass was created by VampireBagel and published on r/unearthedarcana.

In a home the hearth is the center of the household, holding the fire which is used for heat, food, and light. It is symbolic of the power to hold the wilds and darkness at bay and the family within. The gods of hearth are concerned with protection of family and the sanctity of home. These gods —such as Hestia, Bes, Mishakal, Boldrei, Yondalla, and Hathor — are seldom well-known in their pantheons. But while there are few stories about them, they hold a small shrine in most every household. Clerics are rarely called to conflict by gods of hearth, but when they are there is usually something greater at stake than soldiers, heroes, and kings.

Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Bonus Proficiencies

At 1st level, you gain the produce flame cantrip if you don't already know it.

Ephemeral Ward

At 1st level, boons you give to allies momentarily provide additional protection. When you cast a spell that affects one or more creatures, you can choose one creature affected by the spell. That creature gains resistance to one damage type of your choice until the beginning of your next turn.

Channel Divinity: Hearthfire

At 2nd level you can use your Channel Divinity to summon a shred of hearthfire to protect you and allies. As an action, you present your holy symbol and conjure a warm hearthflame to follow you. While the hearthflame is active it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. You can freely move the hearthflame to any spot within 10 feet of you. The hearthflame endures for 1 hour, or until you use this feature again.

When a creature you can see within the light of the hearthflame fails a saving throw, you can use a reaction to intervene with the hearthflame's power. You immediately make a Wisdom saving throw, and you can choose to replace the result of the failed saving throw with the result of that roll. After, the radius of the hearthflame's dim and bright light is reduced by 10 feet each (for a total of 20 feet). After you intervene three times, the hearthflame is extinguished.

Channel Divinity: Divine Shield

Starting at 6th level, you can use your Channel Divinity to protect yourself and others from harm. As a bonus action, you present your holy symbol and conjure a faintly glowing shield of force within 10 feet. The shield is a 10-by-10-feet flat surface and appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. The shield lasts for a number of rounds equal to your Wisdom modifier (minimum of 1). Nothing can physically pass through the shield, and it provides cover to nearby creatures. It is immune to all damage. The shield also extends into the Ethereal Plane, blocking ethereal travel through the shield.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Hearthfire

At 17th level you can call upon the power of your deity to transform a campfire or similarly sized fire within 30 feet into a hearthfire as an action. The hearthfire is magical fire that cannot be extinguished and does not deal damage to objects. The hearthfire endures for 10 hours. You cannot use this feature again until you complete a long rest.