Cleric Domain: Hospitality

by scoundrelMatt

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Cleric Domain: Hospitality Domain

The Hospitality Domain hosts a pantheon dedicated to food, drink, and warm refuge. These deities bestow their followers with an abundance of food and drink, and a safe place to rest.

Hospitality Domain Spells

Cleric Level Spells
1st Create or Destroy Water, Goodberry
3rd Calm Emotions, Lesser Restoration
5th Catnap, Create Food and Water
7th Aura of Purity, Mordenkainen's Private Sanctum
9th Greater Restoration, Hallow

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with the following Brewer's supplies and Cook's utensils, as well as a gaming set and musical instrument of your choice.

You also gain proficiency with heavy armor.

Blessed Refreshments

Starting at 1st level, as an action on your turn, you can infuse nearby food and drink with divine energy. You choose a number of willing creatures that partake in the food or drink equal to your proficiency bonus, and those creatures gain temporary hit points equal to 1d8 + your Cleric level.

You can use this feature a number of times equal to 1 + your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Channel Divinity: Soothing Presence

At 2nd level, you can use your Channel Divinity to soothe the temperaments of those around you. Creatures of your choice within 60ft of you must make a Charisma saving throw against your spell saving DC. On a failure, they are charmed by you for 1 hour. While charmed in this way, they are immune to all other sources of being charmed or frightened. If they are currently charmed or frightened, it is suppressed for the duration.

A creature can voluntarily fail their saving throw against this Channel Divinity.

Channel Divinity: Safe Shelter

Beginning at 6th level, you can use your Channel Divinity to create a zone of safety around you.

As an action, you present your holy symbol, and a 20ft immobile cube of force springs into existence around you and remains stationary for 8 hours, or until you dismiss it as a bonus action. Creatures and objects within the dome when you create it can move through it freely, all other creatures must succeed on a Charisma saving throw against your spell save DC to be able to pass through the walls. Objects, spells, and other magical effects can't extend through the cube or be cast through it. The atmosphere inside is comfortable and dry, regardless of the weather inside.

Creatures that finish a short or long rest inside your Safe Shelter have advantage on Wisdom saving throws for 8 hours.

Potent Spellcasting

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

Divine Hospitality

Starting at 17th level, divine power flows through you to help you better aid others:

  • You are immune to poison damage and the poisoned condition.
  • You are immune to disease.
  • When you cast a spell that effects one or more allied creatures, all affected creatures gain a d8 to add to an ability check, attack roll, or saving throw of their choice that they fail within the next minute. The d8 is only expended once it turns a failure into a success.
 

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