New Cleric Domain

Home Domain

Typically, the difference between a cleric and an ordinary priest or acolyte (even one with spellcasting ability) is that the cleric steps away from the relatively mundane duties of their religion to go out into the world and proactively spread their deity's message and defeat their enemies.

Even so, there are some clerics who are empowered for the purpose of staying behind and protecting or nurturing families (or similarly close-knit groups of intimate acquaintances). Indeed, even those clerics who embark on adventures may sometimes prioritize an almost parental caretaking of their closest companions, bringing a sense of "home" to wherever they are.

These are the clerics whose deities grant them the Home domain. This domain focuses not on grand or dramatic demonstrations of power, but rather on the seemingly mundane (but nonetheless essential) tasks of protecting and nurturing a small, intimate group and making a dwelling feel like a home.

Home Domain Spells
Cleric Level Spells
1st sanctuary, unseen servant
3rd calm emotions, lesser restoration
5th create food and water, Leomund's tiny hut
7th Mordenkainen's private sanctum, locate creature
9th greater restoration, hallow

Bonus Cantrips

When you choose this domain at 1st level, you gain the mending and prestidigitation cantrips if you don't already know them.

Blessed Rest

Also at 1st level, your presence makes it easier for weary and injured allies to recover their strength. If you or any friendly creatures who can see or hear you rolls a 1 on a hit die at the end of a short rest, that creature can roll that hit die again. They must use the new result.

Channel Divinity: Cleansing Light

Starting at 2nd level, you can use your Channel Divinity to cause a wave of warm, comforting light to wash over your allies, freeing them from various afflictions.

As an action, you present your holy symbol and speak a word of assurance, choosing any number of friendly creatures within 30 feet of you to affect. If an affected creature is poisoned, diseased, or under the effects of hostile magic, that creature can make a new saving throw, ending the effect on itself on a success. The new saving throw uses the same ability score and DC as the original; if the effect did not grant a saving throw when it began, then the creature makes a DC 14 Charisma saving throw instead.


Soothing Presence

Starting at 6th level, your very presence brings a sense of comfort and peace to your allies. Friendly creatures within 10 feet of you are immune to being charmed or frightened. If an ally is already charmed or frightened when it enters this range, the condition immediately ends for that creature.

When you reach 14th level, the radius of this effect increases to 20 feet.

Thoughts of Home

Living in your care feels like being home, and makes it difficult to depart. Starting at 8th level, each time you take a long rest, you can designate any number of creatures. If a chosen creature also completes a long rest while you are within 30 feet of them (finishing no more than three hours before or after you finished yours), then they have advantage on all death saving throws for the next 24 hours.

Ineffable Home

Starting at 17th level, you can create a comfortable home anywhere. You can cast Mordenkainen's magnificent mansion without providing any material components. Once you have used this ability, you cannot use it again until you finish a long rest.