Hearth Domain
Gentle-hearted one, soul of the home, I call to you. In times of old, dear goddess, all first offerings were yours, so great was your might, so great your import, so great the need for your blessing.
A Divine Domain
Clerics of this domain are all about the hearth, the flame around which families and friendships are built. As such, these clerics rarely leave their temples, but when they do they bring home with them, transforming the places where they go into homes and helping others find sanctuary and solidarity. Gods of this domain include gods of the home and family such as Boldrei, Isis and Hestia.
Hearth Domain Spells
Cleric Level | Spells |
---|---|
1st | alarm, sanctuary |
3rd | arcane lock, continual flame |
5th | Leomund's tiny hut, Galder's tower |
7th | Mordenkainen's private sanctum, Otiluke's resilient sphere |
9th | hallow, wall of stone |
Bonus Cantrip
When you choose this domain at 1st level, you gain the Produce Flame cantrip if you don't already know it. This cantrip counts as a cleric cantrip for you, but doesn’t count against the number of cleric cantrips you know.
Helping Hand
Also at 1st level, you become adept at aiding others. Whenever you cast a spell as an action, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Channel Divinity: Hallowed Flame
Starting at 2nd level, you can use your channel divinity to bless a flame. As an action, you can brandish your holy symbol towards a magical or nonmagical flame you can see within 60 feet of you (such as a fire, a torch, a lantern or a candle). When you do, choose a number of creatures that you can see equal to your Wisdom modifier.
For a number of hours equal to half your Cleric level (rounded down) or until you use this feature again, the targeted flame becomes magical and cannot be extinguished through nonmagical means, although it will still peter out if it runs out of fuel. As long as the chosen creatures are within 15 feet of the magical flame, they gain a +1 bonus to their AC and to their saving throws.
Additionally, if a chosen creature finishes a short or long rest within 15 feet of the magical flame, they also gain 1d4 + your cleric level temporary hitpoints.
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Generous Spirit
At 6th level, you are even better at helping others. Whenever you use the Help action to aid a creature, that creature adds 1d4 to the attack roll or ability check you help it with. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 60 feet of you, rather than 30 feet of you, if the target can see or hear you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eternal Flame
At 17th level, the magical flame you tend to becomes truly sacred. Your Hallowed Flame gains the following benefits:
- The range of all its effects increases to 30 feet.
- Its duration becomes 24 hours, or until you use the feature again.
- Chosen creatures within range of it gain a bonus of +2 to their AC and saving throws, instead of +1.
- It no longer actually consumes the fuel it burns (although it still produces heat), so it no longer peters out for as long as it is magical.