Cleric
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.

Gods of the Survival domain value the rules of nature above all else; valuing the struggle of predator and prey, the hunter and the hunted, the strong and the weak. Holding no control over the souls of the dead, gods of the Survival domain care little for the fallen, and guide their followers to make use of corpses as they see fit. These gods are more likely to remain in their territories, nurturing and protecting their flocks, but fighting fiercely when a threat invades their lairs.

Blessings of the Hunt

When you choose this domain at 1st level, you gain proficiency in the Survival and Nature skills.

Your proficiency bonus is doubled for any ability checks you make that use those skills.

Keeper of the Pack

Also starting at 1st level, you learn the spare the dying cantrip. When you cast it, its range extends to 30ft.

Channel Divinity: Push the Limits

At 2nd 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, for 10 minutes.

Channel Divinity: Divine Hunger

At 6th level, when an ally within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +5 bonus to the roll, using your Channel Divinity to invoke your deity's bloodlust. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. In addition, if the attack hits, the ally restores hit points equal to your Cleric level.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Guardian of the Pack

Starting at 17th level, you can use an 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 regain the use of this ability when you finish a long rest.

Previous Versions

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