Cleric: Hearth Domain
A warm and welcoming presence, a comfortable place to rest. Hot food, a roaring fire, and a cozy blanket. These are the trademarks of a good hearth, the heart of any home. Clerics of this domain seek to bring these gifts with them to share with the people around them, spreading warmth and light as they travel.
Hearth Deities
| Example Deity | Pantheon |
|---|---|
| Alobal Lorfiril | Elven |
| Berronar Truesilver | Dwarven |
| Boldrei | Eberron |
| Cyrrollalee | Halfling |
| Lathander | Forgotten Realms |
| Pelor | Greyhawk |
Hearth Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Goodberry, Sanctuary |
| 3rd | Calm Emotions, Prayer of Healing |
| 5th | Catnap, Leomund's Tiny Hut |
| 7th | Aura of Purity, Mordenkainen's Private Sanctum |
| 9th | Circle of Power, Hallow |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and cook's utensils.
Hearthfire
Starting at 1st level, you have a connection to the perpetual burning flame of the hearth. You learn the control flames and create bonfire cantrips. These cantrips counts as cleric cantrips for you, but don't count against the number of cleric cantrips you know.
Presence of the Hearth Tender
Also at 1st level, your connection to the hearth gives you a warm, calming presence. You gain a bonus to Charisma (Persuasion) checks equal to your Wisdom modifier (minimum of +1).
Additionally, you can provide greater respite to your allies by cooking a meal, tending the fire, or some other similar activity over the course of a short rest. Choose a number of creatures equal to 1 + your Wisdom modifier (minimum of 1). Each chosen creature's exhaustion level (if any) is reduced by 1 and they gain temporary hit points equal to your cleric level. Once a creature has benefited from this feature, it cannot do so again until it finishes a long rest.
Channel Divinity: Flame's Embrace
At 2nd level, you can use your Channel Divinity to turn harsh flames into a soothing balm.
When one or more creatures you can see within 30 feet of you takes fire damage, you can use your reaction to cause a number of those creatures equal to your Wisdom modifier (minimum of 1) to instead regain hit points equal to the fire damage they would've taken.
Channel Divinity: Spirit of the Hearth
At 6th level, the hearth suffuses your spirit, allowing you to call upon its warmth to protect and nourish your allies. As an action, you can cause light to emanate from you. The sphere is centered on you, has a 30-foot radius, and is filled with bright light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever an ally inside the light regains hit points, they regain additional hit points equal to half your cleric level (rounded up). Additionally, whenever a creature within the bright light hits one of your allies with an attack for the first time on a turn, it takes fire damage equal to half your cleric level (rounded up).
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the flames of the hearth. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Magical Rejuvenation
At 17th level, the hearth you tend can nourish a creature's magical reserves. At the end of a short rest where you used Presence of the Hearth Tender, each creature that received temporary hit points may also recover one expended spell slot of 5th level or lower. A creature that cannot regain a spell slot of 5th level or lower instead gains twice as many temporary hit points.