Subclasses of the Reborn Flame

As I mentioned last post, when the PCs in my Church Campaign reawakened the power of the the god of the hearth known as the Reborn Flame they gained access to several subclasses that drew on the power of the Reborn Flame.  These are those subclasses, with more to come possibly later.  These have not been playtested except for the homeminder which has been pretty extensively playtested in my campaign.  

Cleric

Hearth Domain

The Hearth Domain is concerned with protecting the home and making sure it is a place of succor and healing. They are found in the cities keeping the people warm and fed, but they are also found in the inns and camps of the wilderness stoking those fires most needed and most likely to be extinguished.   Anywhere a meal is cooked and a tired head laid down to sleep calls to a Cleric of the Hearth.

As a Cleric of the Hearth you accept you cannot keep the homefires safe by remaining at them, and so venture forth to bring comfort to those brave souls out in the wilds who fight to protect the fires of home. You are always ready with a hot meal and a soothing word, making even the most temporary campsite feel like home.  

Hearth Domain Spells:

Level Spells

1st Alarm, Goodberry

3rd Protection from Poison, Arcane Lock

5th Magic Circle, Tiny Hut

7th Faithful Hound, Private Sanctum

9th Hallow, Raise Dead

Bonus Proficiencies

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

Hearth Touched

At 1st level you gain fire resistance. Also anyone suffering from a curse due to breaking hospitality has disadvantage on saving throws against your spells.  Anyhearth you spend at least a short rest within increases by one level as long as you remain inside it. 

Lingering Warmth

Also starting at 1st level, when you use a spell of 1st level or higher to restore hit points to a creature, at the beginning of the creature’s next turn it regains additional hit points equal to the spell level.  If the target is in a hearth they also regain a hit die.  

Channel Divinity: Recuperate

Starting at 2nd level, you can use your Channel Divinity to allow your allies to find respite in a few seconds rest. 

As an action, you present your holy symbol and evoke the power of the hearth, allowing creatures you choose within 30 feet to spend up to three hit dice as a bonus action on their next turn. If they choose to spend hit dice, they heal additional hit points equal to your Wisdom bonus. This feature cannot be used on an Undead or Construct.

If the targets of this ability are in a hearth, they also heal additional hit points equal to your class level if they spend any number of hit dice.  

Hearth Wisdom

You have learned to regain some of your magical energy by focusing on your inner hearth. Once per long rest when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your cleric level (rounded up), and none of the slots can be 7th level or higher.

For example, if you’re a 8th-level cleric, you can recover up to four levels worth of spell slots. You can recover either a 4th-level spell slot or two 2nd-level spell slots.

If you use this ability within a hearth you gain an additional spell level.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. 

A Moment’s Rest

At 17th level you can focus the restorative power of the hearth into but a few breaths of time. As an action you can allow one adjacent ally to recover as if they just completed a short rest as a reaction to your touch.  You can use this feature once and regain it when you finish a long rest.  

Paladin 

Oath of the Hearth Knight

You are a guardian of house and home; you are the one who keeps watch in the campfire’s light. You shield those who cannot defend themselves, healing the sick and protecting the weak by providing a place of solace. You know rest and sustenance are vital to survival and you use your martial skills to provide such for those who need it.  

Tenets of Devotion

  • Protect:Defend those who need shelter from harm.
  • Shelter:Provide a home to those who have none.  
  • Heal: Heal the sick and injured wherever they may be found. 
  • Build: Build communities and homes so the people may grow strong on their own. 

Oath spells:

You gain Oath spells at the Paladin level listed:

Level Spells

3rd Alarm, Sanctuary

5th Lesser Restoration, Arcane Lock

9th Magic Circle, Glyph of Warding

13th Faithful Hound, Private Sanctum

17th Hallow, Raise Dead

Channel Divinity

When you take this oath at 3rd Level, you gain the following two Channel Divinity options.

Cleansing Warmth: As an action, you can release a burst of cleansing warmth around you. Any creatures of your choice within 30 feet who are under an ongoing effect that makes them blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned can immediately make a saving throw against it with a bonus equal to your Charisma bonus.  

Hearth Guardian: As an action, you can empower a hearth you are standing in or touching.  Those within the hearth have advantage on saving throws against poison, disease, and being frightened or charmed. Any creature that does not agree to hospitality must make a Wisdom save against your spellcasting DC to cross the threshold, doorway, approach the fire light, etc, to enter the hearth. If it fails this save it cannot try again, but may make ranged attacks across the threshold. This effect lasts until the end of your next short or long rest. If you break hospitality the effect immediately ends. 

Touch of the Hearth

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to fire and radiant damage. 

At 18th level, the range increases to 30 feet. 

Hearth Strike

Beginning at 15th level, you may choose to have your smite damage be fire instead of radiant damage and if you do your smite will ignore fire resistance and treat fire immunity as resistance. Once per long rest when you use your divine smite ability you may choose to heal one ally within 30 feet of half the radiant or fire damage you inflict. 

You also have advantage on any attacks made against those marked as hospitality breakers.  

Hearth Soul

Beginning at 20th level you may spend a bonus action to fully bring the power of the hearth into your soul, further empowering you. This state lasts for one minute.  While your hearth soul is active you gain the following abilities.  

  • When you suffer fire or radiant damage, you may use your reaction to gain temporary hit points equal to the amount of damage you suffered. 
  • You shed bright light in a 20 foot radius and dim light 20 feet beyond that. 
  • Your weapon attacks inflict an additional 1d8 fire damage. 
  • You gain resistance to necrotic and cold damage.
  • Any allies healed within 30 feet of you heal additional hit points equal to your Charisma bonus. 

Rogue

Homeminder

Not all homes are protected by walls and guards; some are secured by locks, secret doors, and those willing to strike with precision when the time comes. The best person to catch a criminal is a criminal, so you have found your way to the ranks of the Reborn Flame’s followers, using your nefarious skills to help those who need to defend their home, usually the poor and disadvantaged who cannot afford the security provided by wealth. 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips: Produce Flame two other cantrips of your choice from the cleric list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Homeminder Spellcasting 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.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Homeminder SpellcastingSpell Slots per Spell Level
Rogue Level:Cantrips KnownSpells Known1st2nd3rd4th
3Produce Flame +232
4Produce Flame +243
5Produce Flame +243
6Produce Flame +243
7Produce Flame +2542
8Produce Flame +2642
9Produce Flame +2642
10Produce Flame +3743
11Produce Flame +3843
12Produce Flame +3843
13Produce Flame +39432
14Produce Flame +310433
15Produce Flame +310433
16Produce Flame +311433
17Produce Flame +311433
18Produce Flame +311433
19Produce Flame +3124331
20Produce Flame +3134331

Spells Known of 1st Level and Higher

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 + half your Rogue level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

The Spells Known column of the Homeminder Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Wisdom whenever a 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

House Watch

At third level you gain proficiency in the Perception skill. Also Beginning at 3rd level you remain fully aware when sleeping and add alarm to your list of known spells.  

Securing the Homestead

Beginning at 9th level, you have advantage on any skill checks or tool checks involved in setting traps or installing locks.  

Touch of the Hearth Fire

Beginning at 9th level, as a bonus action you can cause your weapon to glow red hot with hearth fire that remains until you spend a free action to end it. You may shed dim light in a 5 foot radius per sneak attack die and your sneak attack dice inflict fire damage. While active, you may reroll any 1s and 2s on your sneak attack dice, but you must take the second roll.

Hearthsword

Beginning at 13th level, you may use your sneak attack against any target that either attacks you within the confines of a hearth or bears the curse of a hospitality breaker. You may continue to do so until you take a short rest, after which they must attack you again inside a hearth or still have the curse of a hospitality breaker. You have advantage on all attacks made against those cursed for breaking hospitality. 

Healing Presence

Beginning at 13th level you may add your Wisdom bonus to the hit points of any ally healed within 30 feet and to any death saves made by allies within 30 feet.

Fire Eyes

At 17th level, while you are using your Touch of the Hearth Fire ability, you gain blindsense in the area illuminated by your light.  

Bard

College of Comfort

Bards of the College of Comfort are defenders of house and home, cookers of meals and tellers of tales around the fireplace. They ensure their allies have a warm, healing place to recover their vigor, share their tales, eat their meals, and rest their heads. Many run taverns or inns, while clothes are travelling performers bringing peace and comfort wherever they perform.   

Bonus Proficiencies

When you join the College of Comfort you gain proficiency with cook’s utensils, herbalism kit, and Medicine. 

Comforting Words

Also at 3rd level, you learn how to use your encouraging words to restore the vigor and health of those you aid. When an ally spends a Bardic inspiration die you have given them, they can also either gain their roll on the Bardic inspiration die as temporary hit points or make an immediate saving throw against one of the following conditions with the roll of the inspiration die as a bonus: charmed, blinded, deafened, frightened, or poisoned. 

Improved Song of Rest

Beginning at 3rd level when you use your song of rest feature your allies may reroll any 1s or 2s on their hit dice but must take the second result.  

Hearth Aura

Beginning at 6th level, allies within 30 feet of you who gain hit points also gain temporary hit points equal to your Charisma bonus. Also when you use a spell of 1st level or higher to heal an ally, they gain a hit die.  

Improved Comforting Words

Beginning at 14th level, you can use your Comforting Words feature as a reaction at the beginning of an allies turn without consuming an inspiration die, instead using a d6 for the roll. It does not grant the target a bonus to any rolls, but does grant temporary hit points or removes a condition.  

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