Hearth Domain

Subclass of Cleric

Zamanora: Ballad of the Witch p. 66 (Homebrew)

Level
3

Description

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.

Traits

Hearth Domain Spells Nivel 3

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Hearth Domain Spells table, you thereafter always have the listed spells prepared.

Hearth Domain Spells:

Cleric LevelSpells
3Alarm, Aid, Calm Emotions, Sanctuary
5Beacon of Hope, Bestow Grace*
7Guardian of Faith, Private Sanctum
9Hallow, Telepathic Bond

Embrace and Exile Nivel 3

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 spell using a spell slot that targets an unwilling or Hostile creature, and they are hit by the spell attack 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.

Hearth's Spark Nivel 3

As a Magic Action, you present your Holy Symbol and expend a use of your Channel Divinity to bolster the resolve and spirit of your community. Choose a number of creatures within 30 feet of yourself, up to a maximum of your Wisdom modifier (minimum of one creature). Each creature gains Temporary Hit Points equal to 2d6 plus your Cleric level. While these Temporary Hit Points last, a creature can take the Help Action as a Bonus Action.

United We Stand Nivel 6

Even in dire circumstances, you inspire unity among your allies. 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.

Kindred's Hearth Nivel 17

You can infuse an area with the radiant energy of unity and warmth shared around the hearth, creating a sanctum of protection. As a Magic 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 area, they gain Temporary Hit Points equal to 1d6 plus your Wisdom modifier. In addition, they gain a bonus to all D20 Tests equal to the roll on the d6, until the start of their next turn. You can use this feature once per day.