Homebrew:Survival Domain
(OOC: This is an implementation of the Survival Domain subclass from Xanathar's Lost Notes to Everything Else)
Base Class: Cleric
Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. The worshippers who work within the Survival domain, however, are much more primal and brutal than their counterparts.
Cleric Level | Spells |
---|---|
1st | create or destroy water, false life |
3rd | locate animals or plants, prayer of healing |
5th | fear, protection from energy |
7th | death ward, dominate beast |
9th | antilife shell, greater restoration |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in the Nature Intelligence (Nature)skillYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. and Survival
Wisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. skills. Your proficiency bonus is doubled for any ability checks you make that use those skills.
Stand the Fallen
Also starting at 1st level, when you cast the spare the dying cantrip, you can make the following changes to the spell: change the range from touch to 30 feet, and the creature gains 1 hit point instead of becoming stable.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Channel Divinity: Encourage the Troops
Starting at 2nd level, you can use your Channel Divinity to bolster the fighting abilities of your allies. As an action, you present your holy symbol and invoke the survival instincts of your deity. Each friendly creature within 30 feet that can see you gains advantage on their next melee or ranged weapon attack before the start of your next turn. If its attack hits, the friendly creature also gains temporary hit points equal to your cleric level.
Channel Divinity: Push the Limits
At 6th level, you can use your Channel Divinity to strengthen the resolve your allies. All allied creatures within 30 feet of you gain temporary hit points equal to your cleric level. While they have these temporary hit points, they ignore the effects of exhaustion.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Protection of the Tribe
Starting at 17th level, you can use a bonus action to make one allied creature who you can see immune to damage for a short time. The chosen creature is immune to all damage until the start of your next turn. You can’t use this feature again until you finish a long rest.