Oath of the Hearth
Those bound to the Oath of the Hearth are sworn to be caregivers of those in need. When others may fall into the paths of despair and loss, it is up to a Paladin of the Hearth to aid them in their time of need. They spread with them the rules of hospitality, and wield a heavy hand towards those who may break them.

Art by OakSentinel!
Tenants of Hearth
The tenants of the Oath of Hearth has its paladins promote warmth, support, and respite to itself and those in need.
- Aid to the Abandoned. Treat every stranger as a guest within your home, and help those who have no place to call home.
- Fan to the Flames. No flames can exist without the aid of the wind. Fan new hope and passion alight when all that remains are embers.
- Inferno Within the Inn. Maintain order and respect in the residences and taverns you enter, and bring searing justice to those who dare break the household rules.
- Warmth Within the War. Ensure that you are someone anyone can come to for care, guidance, and support in their time of need.
Hearth Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Alarm, Searing Smite |
| 5th | Continual Flame, Flaming Sphere |
| 9th | Beacon of Hope, Catnap |
| 13th | Private Sanctum, Wall of Fire |
| 17th | Dawn, Hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Fan the Flames. You can use your Channel Divinity to turn a source of light overwhelming to those around it. As an action, choose an active light source within 30 feet of you. For the next minute, its range of bright light increases by 20 feet while its dim light increases for an additional 30 feet. This light also becomes sunlight if it wasn't already. Any hostile creature that starts its turn within 15 feet of this source of light or enters this range for the first time must succeed a Constitution saving throw or be blinded until the start of their next turn.
- Hearth's Care. You can use your Channel Divinity to aid your allies against the elements. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures gain resistance to fire and cold damage.
Aura of Respite
At 7th level, you emanate an aura of rest. Whenever you start a short or long rest, an invisible 10-foot radius sphere encapsulates you and is centered around your space. Anything within the sphere is considered lightly obscured to anything outside the sphere. The atmosphere inside the sphere is comfortable, dry, and always under dim light, regardless of the weather outside.
Creatures within this sphere are hidden from divination magic, making them unable to be detected through magical scrying sensors. Whenever a creature within the sphere spends hit die to recover hit points, or finishes their long rest within it, their hit point maximum and current hit points increase by an amount equal to double your proficiency bonus. This increase lasts until the end of their next short or long rest.
The sphere vanishes at the end of your rest or when you leave the sphere.
At 18th level, the range of this sphere increase to 30-feet.
Purified Flames
Starting at 15th level, your warmth sears the souls of your enemies. Whenever you or a friendly creature within 30 feet of you would deal fire damage, you can have it deal radiant damage instead.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Symbol of Warmth
At 20th level, you manifest into an avatar of all warmth within the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
- You and any friendly creatures within 30 feet of you gain resistance to fire and cold damage.
- You emanate bright light within a 60-foot radius around you, and dim light for an additional 60 feet. If you use your Fan the Flames Channel Divinity on yourself, the 15 foot of blindness extends to encompass your radius of bright light.
- Any hostile creature who starts its turn within your bright light or enters it for the first time takes radiant damage equal to double your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.

