Paladins who swear the Oath of the Hearth devote themselves to protecting their communities, fostering comfort, and ensuring that no one is left without warmth and care. They are the heart of villages, the defenders of homes, and the beacons of hope for the lost and weary. Whether shielding their allies in battle or providing sanctuary in times of strife, these paladins embody the essence of safety and abundance.

Tenets of the Hearth

Paladins who swear this oath uphold the following core beliefs:

  • Be Humble. The strongest bonds are forged in fellowship. Stay close to your community and honor the simple joys of life.
  • Protect the Means of Comfort. Defend homes, food, and the hearthfire. Become a sanctuary for those in need.
  • Help the Needy. Share your blessings, provide for others, and never turn away those who seek shelter.

Level 3: Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Hearth Spells table. These spells count as paladin spells for you, but they don’t count against the number of spells you can prepare each day.

Paladin LevelSpells
3Goodberry, Sanctuary
5Create Food and Water, Warding Bond
9Beacon of Hope, Leomund’s Tiny Hut
13Magic Circle, Guardian of Faith
17Hallow, Greater Restoration
You also know the Create Bonfire cantrip. You always have Purify Food and Drink prepared, and it does not count against your spells prepared.

Level 3: Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options:

Circle of Protection. As a bonus action, you can use your Channel Divinity to instantaneously cast Magic Circle without requiring material components. When cast this way, the spell can be made to protect against all creature types, and you choose which creatures are affected. The duration is reduced to 10 minutes.

Blessing of the Hearth. As a bonus action, you can use your Channel Divinity to create an aura of warmth and comfort in a 15-foot radius for 1 minute. Any creature of your choice within the aura can immediately expend Hit Dice to regain hit points equal to the number rolled + your Charisma modifier. A creature can only benefit from this once per use.


Level 7: Aura of Hearthfire

You emanate an aura in a 15-foot radius around you. When you or a creature of your choice within the aura takes damage from an attack, the attacker takes fire or radiant damage (your choice) equal to to your proficiency bonus. A creature can take this damage only once per turn.

At 18th level, the range of this aura increases to 30 feet and the damage is doubled.


Level 15: Kindled Spirit

Your touch provides not only healing but also renewed strength.

  • You can use Lay on Hands as a bonus action instead of an action.
  • When you use Lay on Hands to heal a creature or cure a disease or condition, that creature gains temporary hit points equal to the amount points spent.

Level 20: Heart of the Hearth

As an action, you create an aura of sanctuary and abundance that radiates 30 feet from you for 1 minute. You and creatures of your choice in the aura gain the following benefits:

  • Advantage on Constitution saving throws.
  • Enhanced Healing. Whenever a creature in the aura regains hit points, they heal an additional 1d10 hit points.
  • Divine Sanctuary. Creatures of your choice in the aura are under the effects of the Sanctuary spell (no concentration required). You cannot benefit from this effect.

Once you use this feature, you can’t use it again until you finish a long rest.