I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Hearth Domain balanced compared to the other cleric subclasses?
Hearth Domain
Protectors of homes everywhere, clerics of the Hearth domain defend their party and when they rest, they protect them from evils. Gods of the hearth include Boldrei, Cyrollalee, Vesta, Berrorar Truesilver, and Frigg.
Domain Spells
Level | |
---|---|
1st | Alarm, Sanctuary |
3rd | Warding Wind, Arcane Lock |
5th | Leomund’s Tiny Hut (R), Aura of Vitality |
7th | Aura of Purity, Mordenkainen’s Private Sanctum |
9th | Wall of Light, Hallow |
Defender of the resting
After finishing a short rest within 30 feet of you, a friendly creature gains temporary hitpoints equal to your level. These are lost when the creature takes another rest.
Home Maintaince
As an action, you can touch a structure and heal it 10 hitpoints. You can do this a number of times equal to your cleric level, regaining all uses on a short rest.
Channel Divinity: Protective Mote
At level 2, as a bonus action, you can use your channel divinity to throw down a mote of magical light at a point within 60 feet of you. The mote stays at that point and emits dim light out to 30 feet. All friendly creatures have their armor classes increased by 2 while they are within 30 feet of the mote. This bonus increases to 3 at level 10 and 4 at level 19. The mote disappears if you are reduced to 0 hitpoints, or if it is targeted by dispel magic or is within an antimagic field.
Channel Divinity: Secure Building
At 6th level, while inside a structure no larger than 10,000 square feet, you can meditate for one minute, using your channel divinity to detect and expel intruders. You learn the number of hostile, neutral, and friendly creatures currently within the building. All hostile creatures must make a charisma saving throw or be teleported to a random location outside the building within 1000 feet determined by the DM. They will not be teleported to a location that would cause them immediate harm. Invisible creatures have advantage on this saving throw. For the next hour, the building cannot be teleported into except by a wish spell.
Defensive Spellcasting
At 8th level, whenever you cast a spell of first level or higher, you regain hitpoints equal to your wisdom modifier.
Punish intruders
At 17th level, whenever a creature you can see takes damage (or you take damage yourself), you can use your reaction to have them take no damage instead. If the damage was caused by a creature, that creature takes damage equal to the damage they would have dealt, ignoring resistances, vulnerabilities, and immunities either creature had. Once you use this feature you cannot use it again until you finish a long rest.