Hearth Domain

The clergy upholds the tenants of the church and is expected to get married and have a family. Only those that are married can head up a church or temple. You all wear common clothing with a badge/amulet of your station in the church. While training you make contacts and teach the traditions to as many as will listen. When you have taught your traditions to a number of contacts, you then present your list of contacts to 3 prelates, they then commune with their God to decide if you are worthy.

The Prelates of Scyndar travel to communities and aid in the giving of the gifts of mercy to all that are in need. Prelates are always looking to help those that live away from civilization and to aid how they can. They love families and families love to receive the blessings of a prelate on their hearths and home. They always seek to help refugees if they can.

Domain Spells

Level Spells
1st Alarm, Sanctuary
3rd Arcane Lock, See Invisibility
5th Aura of Vitality, Leomund's Tiny Hut
7th Death Ward, Mordenkainen's Faithful Hound
9th *Holy Dart, Rary's Telepathic Bond
12th Scyndar's Contingency, Sunbeam

*See below

At 1st level

You gain the Night Light cantrip. This cantrip gives off light for 5' normal and 5' dim. It lasts 8 hours.

Flash of the Hearth. You can, as a reaction, cause a flare of fire to erupt from your body. This causes a single enemy that is attacking you within 30' to have disadvantage on their attack rolls until the end of the round. You can use this feature a number of times per day equal to your wisdom bonus.

Channel Divinity

Blessing of the Hearth

At 2nd level, as an action, you can expend a use of your Channel Divinity and bless any location that has a lit hearth. The Blessing can take many forms. You choose which one. Only one blessing may be on a hearth at a time.

  • It can make all the food and drink in the location be free of poison, mold, and parasites.
  • Your blessing brings comfort from the harsh weather. to all within the location.
  • Your blessing brings some measure of peace to the location. The hearth must be lit when this is used. But does not need to stay lit for the duration. Each effect lasts 1 week.
    
    

Fire of the Hearth

At 6th level, as an action, you can summon the fire of the hearth. You can direct a column of fire from your up to 5' per level. The column does not effect followers scyndar. The radiant damage is 1d6 per level and there is a Dexterity save for 1/2 damage. You can use this once per short rest. At 12th level you can use this twice per short rest.

Life Shell

At 8th level, you can activate an Aura of Life. It radiates out to a radius equal to your channel energy radius. Undead can't enter the radius. They can cast spells and use ranged weapons into it the area. While this feature is active you can't use channel energy. Creatures inside the shell when activated are unaffected. You create this shell as an Action. This lasts up to 1 hour and you can use this feature 1/day.

Thinking of Home

At 17th level, your thoughts of home are a powerful focus for you. As a reaction, you gain advantage on a Saving Throw of your choice. You can use this ability a number of times per day equal to your charisma bonus (minimum 1). You regain all uses after a long rest.

New Spells


Holy Dart

5th -level Evocation


  • Casting Time: 1 action
  • Range: 5'
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell creates a holy dart of divine power that hovers next to you. You get 1 dart per level. Which as a bonus action are hurled individually or in pairs, toward a target within 60'. Each Dart does 1d6 damage on a successful hit. The spell ends when all the darts are hurled or the spell ends.

Scyndar's Contingency

6th -level Evocation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500gc)Not consumed but must be within 1 mile of the affected creature to work.
  • Duration: 1 Year or until used.

Choose a spell of 4th level or lower that you can cast, and has a casting time of 1 action, and that can target 'self'. You cast that spell, called the contingent spell, as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. The spell level increases to 5th level if the target is a scyndar follower or a family member.

You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell only affects the person you place the contingency spell on. A person can only have once contingent spell on them at any given time.


Created By Scott Stokes

scott@lordsfoaviron.com
www.LordsofAviron.com

GenIsys Games

www.genisysgames.com