Warmth Domain
When you’re alone and cold, a close friend will warm you. The Warmth domain focuses on close friendships and trusting relationships apart from the passions of romantic love. Gods of hearth, life, and war can claim influence over this domain, as can gods of love whose focus extends to a broader range of human relationships.
Warmth Domain Spells
Cleric Level | Spells |
1st | Bless, Protection from Evil and Good |
3rd | Aid, Warding Bond |
5th | Beacon of Hope, Mass Healing Word |
7th | Locate Creature, Mass Cure Wounds |
9th | Forbiddance, Heal |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Insight and Persuasion.
Better Together
Also at 1st level, you can strengthen your friends by each others’ presence. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical connection among them for 10 minutes or until you use this feature again. While any connected creature is within 30 feet of you, you can grant each temporary hit points equal to 1d4 + your proficiency bonus for the duration as long as they stay within range.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Bond of Friendship
Starting at 2nd level, you can use your Channel Divinity to bolster the confidence of your allies. As an action, you present your holy symbol and choose a number of willing creatures within 30 feet of you (this can include yourself) up to your cleric level. While they remain within range, they have resistance to psychic damage and a bonus equal to your proficiency bonus on all saving throws against being frightened or charmed or on saving throws required by uncomfortable emotions such as Amplified Emotions or Baseless Emotions. The effect lasts for 1 minute or until you are incapacitated or die.
Channel Divinity: Through Thick and Thin
Starting at 6th level, your Better Together feature also gives each affected creature advantage on one Constitution or Wisdom saving throw of its choice while under the effects of this feature, and it also restores one hit die to each affected creature.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Thick as Thieves
At 17th level, when you use your Bond of Friendship feature, all affected creatures also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.