Domain of the Hearth

Cleric: Domain of the Hearth

Domain of the Hearth

Domain of the Hearth

Clerics of the Domain of the Hearth are the keepers of home, sanctuary, and community. They serve deities of protection, healing, and home. With a heart full of kindness and a resolve as strong as a fortified wall, these clerics are a blessing in any community and a terror to any who would harm those under their care.

LVL Spells
1st Alarm, Sanctuary
3rd Warding Bond, Zone of Truth
5th Glyph of Warding, Dispel Magic
7th Private Sanctum, Stone Shape
9th Circle of Power, Greater Restoration

Subclass (Divine Domain) of Cleric

Clerics are devoted agents of divine power, chosen to serve the will of their chosen deity or higher power. As pious healers and spiritual leaders, they draw upon their faith to wield potent divine magic. Wearing armor and armed with both weapons and faith, clerics protect their allies in battle while also mending their wounds. They possess a wide array of spells, ranging from curative blessings to destructive smites. Additionally, they can turn the tide of conflict by channeling the might of their deity to repel undead foes. Beyond their spellcasting, clerics often hold positions of influence within religious organizations, guiding and inspiring their followers. The domains they choose reflect their deity’s portfolio, granting them specialized abilities and shaping their role in the adventuring party. With a blend of faith, compassion, and martial prowess, clerics act as beacons of hope, offering guidance and salvation in a troubled world.

Class Features

As a domain of the hearth, you gain the following features.

Hit Points

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shield

Weapon: Simple Weapon

Saving Throw: Wisdom, Charisma

Skills: You have 2 of the following skills: History, Insight, Medicine, Persuasion, Religion.

Starting Gold

You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) mace or (b) warhammer
  • (a) scale mail or (b) leather armor or (c) chain mail
  • (a) crossbow, light or (b) any simple weapon
  • (a) priest's pack or (b) explorer's pack
  • (a) any holy symbol
  • (a) any shield

Domain of the Hearth Features Table

LVL Pro+ Features Cantrips Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Bonus Proficiency, Sacred Sanctuary, Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Channel Divinity: Turn Undead 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Warding Ritual, Channel Divinity (2/rest) 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Hearthguard, Destroy Undead (CR 1), Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Home's Defender, Destroy Undead (CR 4) 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Class Features at Level

Level 1

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the Cooking utensils and the Medicine skill.

Level 1

Sacred Sanctuary

Starting at 1st level, you can use your action to designate a 20-foot-radius circle as a sacred sanctuary for 1 minute. Allies within this circle gain temporary hit points equal to your Wisdom modifier at the start of each of their turns. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Level 1

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol (see Equipment) as a spellcasting focus for your cleric spells.

Level 1

Divine Domain

Choose one domain related to your deity, such as Life. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Level 2

Channel Divinity (1/rest)

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Level 2

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Level 4

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 5

Destroy Undead (CR 1/2)

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Cleric Level Destroys Undead of CR . . .
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Level 6

Warding Ritual

At 6th level, during a short or long rest, you can perform a warding ritual that blesses up to three creatures of your choice. Until the next rest, the chosen creatures have resistance to damage from traps and gain a +1 bonus to AC and saving throws while within 10 feet of you.

Level 6

Channel Divinity (2/rest)

You can use your Channel Divinity twice between rests.

Level 8

Hearthguard

Starting at 8th level, when an ally within 30 feet of you takes damage, you can use your reaction to grant that ally resistance to that damage type until the start of your next turn.

Level 8

Destroy Undead (CR 1)

When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below CR 1.

Level 8

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 10

Divine Intervention

You can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Level 11

Destroy Undead (CR 2)

When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below CR 2.

Level 12

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 14

Destroy Undead (CR 3)

When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below CR 3.

Level 16

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Home's Defender

At 17th level, you can call upon the ultimate protection for your allies. As an action, you can create a divine barrier around a 30-foot-radius circle centered on you. The barrier lasts for 1 minute and grants all allies inside it immunity to conditions and resistance to all damage. You can use this feature once per long rest.

Level 17

Destroy Undead (CR 4)

When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below CR 4.

Level 18

Channel Divinity (3/rest)

You can use your Channel Divinity three times between rests. When you finish a short or long rest, you regain your expended uses.

Level 19

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Divine Intervention Improvement

Your call for intervention succeeds automatically, no roll required.

Divine Domain

The Divine Domain is the domain or aspect of divinity to which the cleric has dedicated themselves and from which they draw their divine power and abilities. When creating a cleric character, players choose a Divine Domain, which significantly influences the cleric’s role, strengths, and thematic flavor within the game.

Domain of Seasons
Subclass of Cleric

Domain of Seasons

Clerics of the Domain of Seasons are conduits for the natural cycles that govern the world. They have a deep… More
Domain of the Hearth
Subclass of Cleric

Domain of the Hearth

Clerics of the Domain of the Hearth are the keepers of home, sanctuary, and community. They serve deities of protection,… More
Life Domain
Subclass of Cleric

Life Domain

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The… More

Cleric Spells

L Title
2 Aid
3 Animate Dead
8 Antimagic Field
9 Astral Projection
2 Augury
1 Bane
4 Banishment
3 Beacon of Hope
3 Bestow Curse
6 Blade Barrier
1 Bless
2 Blindness/Deafness
2 Calm Emotions
3 Clairvoyance
1 Command
5 Commune
7 Conjure Celestial
5 Contagion
2 Continual Flame
4 Control Water
8 Control Weather
3 Create Food and Water
1 Create or Destroy Water
6 Create Undead
1 Cure Wounds
3 Daylight
4 Death Ward
1 Detect Evil and Good
1 Detect Magic
1 Detect Poison and Disease
5 Dispel Evil and Good
3 Dispel Magic
4 Divination
7 Divine Word
8 Earthquake
2 Enhance Ability
7 Etherealness
6 Find the Path
2 Find Traps
7 Fire Storm
5 Flame Strike
6 Forbiddance
4 Freedom of Movement
9 Gate
5 Geas
2 Gentle Repose
3 Glyph of Warding
5 Greater Restoration
4 Guardian of Faith
0 Guidance
1 Guiding Bolt
5 Hallow
6 Harm
6 Heal
1 Healing Word
6 Heroes' Feast
2 Hold Person
8 Holy Aura
1 Inflict Wounds
5 Insect Plague
5 Legend Lore
2 Lesser Restoration
0 Light
4 Locate Creature
2 Locate Object
3 Magic Circle
5 Mass Cure Wounds
9 Mass Heal
3 Mass Healing Word
3 Meld Into Stone
0 Mending
6 Planar Ally
5 Planar Binding
7 Plane Shift
2 Prayer of Healing
3 Protection From Energy
1 Protection from Evil and Good
2 Protection from Poison
1 Purify Food and Drink
5 Raise Dead
7 Regenerate
3 Remove Curse
0 Resistance
7 Resurrection
3 Revivify
0 Sacred Flame
1 Sanctuary
5 Scrying
3 Sending
1 Shield of Faith
2 Silence
0 Spare the Dying
3 Speak with Dead
3 Spirit Guardians
2 Spiritual Weapon
4 Stone Shape
7 Symbol
0 Thaumaturgy
3 Tongues
9 True Resurrection
6 True Seeing
2 Warding Bond
3 Water Walk
6 Word of Recall
2 Zone of Truth

Credits: Squire 5