Survival Domain
Subclass of the Cleric — Homebrew for Heretics of the Old Gods
Overview
The Survival Domain draws on the sovereign indifference of the desert itself. Clerics of this domain — called Weathered by those who follow Deshretu — are not favored by their god. They have simply been tested and found adequate. They do not avoid death. They absorb it, endure it, and continue. Over time the desert leaves its mark on them permanently — cracked skin the color of dried mud, eyes like the Flats at noon, a presence that living things instinctively recoil from. They are not undead. They are simply what happens to a body that has been given back by the desert enough times.
The Weathered do not heal in the traditional sense. They take from what is around them and redistribute it. Life moves through them the way water moves through cracked rock — not cleanly, not generously, but enough.
Domain Spells
| Cleric Level | Spells |
|---|---|
| 3 | Inflict Wounds, False Life |
| 5 | Wither and Bloom, Vampiric Touch |
| 7 | Feign Death, Stoneskin, Antilife Shell |
| 9 | Death Ward, Enervation |
| 11 | Raise Dead, Harm |
Features
Level 3: Tested
You gain proficiency in Constitution saving throws.
Level 3: Channel Divinity — Not Dead Yet
When you are reduced to 0 hit points, you can expend one use of Channel Divinity and make a Constitution saving throw with a DC equal to 10 or half the damage taken, whichever is higher. On a success, you drop to 1 hit point instead. You may expend additional uses of Channel Divinity before making this roll, reducing the DC by 2 for each additional use expended.
Level 6: Scarred
You gain 15 additional maximum hit points.
Additionally, as a Bonus Action, you may deal 1d6 damage to yourself. Until the end of your next turn, you gain a bonus to your AC equal to the damage dealt.
Level 7: Withering Strike
When you select Divine Strike, the damage type dealt is necrotic damage.
Level 17: Aura of Death
The desert has marked you permanently. Your skin is cracked and desiccated, more dried mud than flesh. You have disadvantage on Charisma (Persuasion) checks. This cannot be suppressed.
You emit a 15-foot aura of death. When a creature enters the aura, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you and takes 4d8 necrotic damage at the start of each of its turns while within the aura. At the end of each of its turns, it may repeat the saving throw, ending the effect on a success. On a successful save, the creature takes half the necrotic damage, is not frightened, and is immune to this effect for 24 hours.
Regardless of the saving throw result, all creatures within the aura have disadvantage on attack rolls against you and your allies.