Divine Domain: Hearth
These clerics are typically champions of the home. They serve their community and are deeply respected by peasants and Nobles alike. A Hearth cleric may serve the families of the community through counseling, divine blessings and direct defense if need be. These clerics view adventures as service to their god by serving their allies and the communities they might happen upon. A Hearth cleric might serve in a farming village, another might be watching over the agriculture grains and markets of a large city, or you might find one on the battlefield with a group of orc raiders protecting her tribe.
The hearth Cleric focuses on prevention and mitigation more than after the fact healing.
This domain is available to Trinitarians who worship Dara, Daghda, ...
Hearth Domain Spells
Cleric Level | Spells |
---|---|
1st | shield of faith, sanctuary |
3rd | aid, enlarge/reduce |
5th | beacon of hope, protection from energy |
7th | freedom of movement, stoneskin |
9th | fire shield, hallow |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Cleric of the Hearth
Also starting at 1st level, your spells that buff your allies are more effective. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell that has a duration other than instantaneous, the creature gains temporary hit points equal to your WIS modifier + half your cleric's level (minimum one).
Channel Divinity: Protect Allies
Starting at 2nd level, you can use your Channel Divinity to Buffs multiple allies with a single target spell.
As a bonus action you may present your holy symbol and the next single target spell you cast with a spell slot of 1st level or higher and that has a duration other than instantaneous, affects a number of allies equal to your WIS modifier. You may choose allies within 30 feet of you, and those allies each receive the benefit of your spell.
Blessed Shepherd
Beginning at 6th level, the buff spells you cast on others also grant them divine guidance. When you cast a spell of 1st level or higher that buffs an ally they also receive the effects of Guidance.
Divine Strike: Those in Need
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to add 1d8 radiance damage to an allies next attack that you can see within 30'. An arc of white light strikes the allies weapon and it glows until the ally attacks or the end of their next turn whichever comes first. When you reach 14th level, the extra damage increases to 2d8.
Supreme Protector
Starting at 17th level, when you cast a spell with a spell slot of 1st level or higher and target an ally with the spell that has a duration other than instantaneous, you generate a magic shield that absorbs damage equal to your wisdom modifier + 1/2 your level.