Hearth Domain Spell in D&D world | World Anvil
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Hearth Domain

http://www.giantitp.com/forums/showthread.php?488246-Help-me-create-a-Hearth-Domain!
In a home the hearth is the center of the household. It holds the fire which is used for heat, food, and light. It is symbolic of the ability to hold the wilds and darkness at bay and the family within. The gods of hearth are concerned with protection of family and the sanctity of home. Gods of hearth - such as God Thylles and Fennan/Qhevais – are seldom well-known for this aspect in their pantheons. But while there are few stories about them, there is a small shrine in most every household. Clerics are rarely called upon by gods of hearth, but when they are there is usually something greater at stake than soldiers, heroes, and kings.   Level Spells   1st Protection from Evil and Good, Sanctuary   3rd Augury, Continual Flame   5th Glyph of Warding, Leomund’s Tiny Hut   7th Death Ward, Divination   9th Dispel Evil and Good, Hallow   Bonus Cantrip   When you choose this domain at 1st level, you the produce flame cantrip if you don't already know it.   Protective Ward   At 1st level, boons you give to allies momentarily provide additional protection. When you cast a spell that targets a creature, you may choose one creature affected by the spell. That creature gains resistance to a damage type of your choice until the beginning of your next turn.   Channel Divinity: Hearthflame   At 2nd level you can use your Channel Divinity to summon a shred of hearthfire to protect you and allies.   As an action, you present your holy symbol and and conjure a warm hearthflame that follows you and lasts for up to one hour. While the hearthflame is active it sheds bright light in a 20 foot radius and dim light for an additional 20 feet. You may freely move the hearthflame to any spot within 10 feet of you. The hearthflame’s power may be expended to grant a bane or boon:   Bane. You can use a reaction in response the an ally being damaged by a creature within 60 feet of you that you can see. If you do, the hearthflame's power is expended and the creature must make a Dexterity saving throw against your spell save DC. The creature takes 2d10 + your cleric level fire damage on a failed save, or half as much damage on a successful one.   Boon. You can use a reaction in response to a creature failing a saving throw within 60 feet. The hearthflame is expended and you may attempt the saving throw for the creature, treating the save as a Wisdom saving throw. If you choose, you replace the creature's saving throw result with your own.   Channel Divinity: Divine Shield   Starting at 6th level, you may use your Channel Divinity to protect yourself and others from harm. As a bonus action, you present your holy symbol and conjure a faintly glowing shield of force within 30 feet. The shield is a flat surface that is 5-feet-by-5-feet appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. The shield lasts for a number of rounds equal to your Wisdom modifier (minimum of 1).   Nothing can physically pass through the shield, and provides cover to nearby creatures. It is immune to all damage. The shield also extends into the Ethereal Plane, blocking ethereal travel through the shield.   Potent Spellcasting   At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Hearthfire   At 17th level you can call upon the power of your deity to transform a campfire or similarly sized fire into a hearthfire. The hearthfire is magical fire that cannot be extinguished and does not deal damage to objects. The hearthfire endures for 10 hours. Up to five creatures of your choice that complete a long rest within 30 feet of the fire are blessed and gain one of the following benefits of their choice, which last for 24 hours:   Emboldened. For the duration you are immune to being frightened, and when you hit with a weapon attack for the first time on your turn you deal an additional 1d8 fire damage.   Enlightened. For the duration, you are immune to charm effects. In addition, you gain three hearthfire lights. Whenever you make an Intelligence, Wisdom, or Charisma ability check or saving throw you can spend one hearthfire light to roll an additional d20. You can choose to spend the hearthfire light after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the ability check or saving throw.   Restored. You are restored, and all debilitating effects are removed. Your exhaustion level is reduced by one. All status conditions, poisons, and diseases are removed from you. Any reduction to your ability scores or hit points is removed. Any curses are lifted, including your attunement to a cursed magic item. This ends any effects that would be ended by greater restoration or heal.   Shrouded. You are obscured from the minds of other creatures. You are not invisible, but until you attack them, cast a spell on them, deal damage to them, or otherwise directly interact with them you cannot be perceived by them. Creatures can perceive you through alternate means (such as Arcane Eye), Truesight, or if they are immune to the charmed condition.   While creatures are unaware of you, you have advantage on attack rolls against them and they have disadvantage on attack rolls against you.   Warded. You gain a number of temporary hit points equal to your level + your Wisdom modifier for the duration. When this ward is damaged by a creature, that creature takes an amount of fire damage equal to the damage they dealt to the ward.

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