D&D 5E Subclass: Hearth Domain Cleric

Hearth Domain Cleric 

The hearth domain cleric deals with matters of the home, ancestral traditions, and hospitality. Hearth Domain Clerics can be found in taverns & inns across the multiverse bringing the comforts of home to the open road. The small fire brings warmth to those in need and can often make even the cruelest heart soften with good cheer and fine food. Hearth clerics aren’t driven to battle as much as other clerics but make up for it by supporting allies within their hearth. When the need arises they can leave a lasting scorch mark upon their enemies who seek to harm their friends. 

Hearth Domain Spells

Cleric Level       Spells

1st level          Goodberry, Searing Smite

3rd Level        Aid, Calm Emotions

5th level          Aura of Vitality, Create Food & Water 

7th level          Fire Shield,  Private Sanctum

9th level         Hallow, Greater Restoration

Bonus Cantrips & Proficiencies 

When you choose this domain at the first level you gain the Sacred Flame and Create Bonfire cantrip from the druids’ spell list. These spells count as cleric spells for you and your spellcasting modifier is Wisdom. Additionally, you are proficient in the use of cook’s utensils and brewer’s supplies.

Warded Fellowship

As an action,  you create a magical ward of fellowship among your allies. Choose a number of creatures equal to your proficiency bonus. You create a magical bond between your fellowship that lasts for 10 minutes or until you use the feature again. While the fellowship is within 30 feet of you they gain one of the following benefits:

  • Resistance to bludgeoning, slashing, and piercing damage.
  • A bonus equal to your wisdom bonus can be added to their AC.
  • Resistance to effects that cause them to be charmed or afraid. 

You can use this feature a number of times a day equal to your proficiency bonus. At higher levels, your fellowship radius extends 40 feet at the 9th level and  60 feet at the 15th level.

Channel Divinity: Sacred Hearth

As an action, you can create a magical fire-like radiance that emanates both heat and light in a five-foot cube in a range up to 60 feet from you. Any hostile creatures that have been caught in the cube must make a Dexterity saving throw against your spell DC or they will take 2d8 + your cleric level of radiant damage. Warm radiant light extends in a 10-foot radius around the five-foot cube. Additionally, creatures that are not hostile towards you within the radiant light area gain 2d6 hit points. 

Enduring Fellowship

Starting at the 6th level, If any of the fellowship drops to 0 hit points while the warded fellowship is active, you or another ally in the fellowship can share up to 1d10 of their hit points with them.

Aura of Embers

Starting at the 8th level, you generate an aura of warm radiant energy around you. You gain resistance to cold and necrotic damage and ignore exhaustion due to cold environments. Additionally, If your warded fellowship feature is active they can receive resistance to cold and necrotic damage as one of their fellowship benefit options.

Celestial Hearth

Starting at the 17th level, You can create a large 10-foot radiant bonfire that dispels magical darkness within a 60-foot radius. Any hostile creature within that radius makes a Constitution saving throw against your spellcasting DC. On a failed saving throw, they take 6d12 radiant damage or half that damage on a successful save. Additionally, if your warded fellowship is active then allies within the 60-foot radius can regain hit points equal to half their hp maximum as a bonus action on their turn.

The following blog-published content is unofficial homebrew content.

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