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Hearth Domain

Cleric

Level 3: Hearth Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Hearth Domain Spells table, you thereafter always have the listed spells prepared.  
Cleric LevelSpells
3rdGoodberry, Sanctuary
5thHealing Spirit, Rope Trick
7thBeacon of Hope, Tiny Hut
9thFaithful Hound, Private Sanctum
17thCircle of Power, Dispel Evil and Good
 

Level 3: Bonus Proficiencies

A host has certain obligations to their guests, and you must be able to provide comfort and warmth to your companions. You gain proficiency with Herbalism Kits and Cook's Utensils.  

Level 3: Channel Divinity: Restful Sojourn

As a Magic action, you present your Holy Symbol and create a magical hearth in an unoccupied space you can see within 30 feet. The hearth lasts for 1 hour and sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The hearth requires no fuel and is unaffected by wind or weather.   The hearth produces a pleasant warmth in a 10-foot-radius sphere centered on it. Whenever a creature within that sphere spends one or more Hit Dice during a Short Rest, it adds your Wisdom modifier to each Hit Die spent. At the conclusion of a Short Rest taken within the hearth's warmth, a number of creatures equal to your Wisdom modifier (minimum of 1) can reduce their level of Exhaustion by 1.  

Level 6: Fiery Respite

At 6th level, the heat of your spells provides a brief respite to your allies. Once per turn, when you deal Fire damage to a creature with a spell of 1st level or higher, you can choose one allied creature of your choice within 30 feet of the target. The allied creature can immediately spend and roll one unspent Hit Die and regain a number of Hit Points equal to the roll plus your Wisdom modifier (minimum of 1). At 14th level, it can instead spend and roll up to two unspent Hit Dice.  

Level 17: Beacon of Hospitality

When a hostile creature attacks an ally (including yourself) within the light of your Restful Sojourn for the first time on its turn, the attacker must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the attack roll is made with Disadvantage. If the attack hits, the target has Resistance to the damage dealt by that attack
 


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