Base Class: Cleric
The gods of primitive and uncivilized races are most likely to hold this domain: lizardfolk god Semuanya and orc goddess Luthic are prime examples of deities whose clerics embrace the Survival domain. They are more likely to remain in their territories, nurturing and protecting their flocks, but fighting fiercely when a threat invades their lairs.
Survival Domain features
| 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 and Survival skill, and Your proficiency bonus is doubled for any ability checks you
make that use those skills.
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.
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.