Harvest Domain, Variant (5e Subclass)
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Harvest Domain (Variant)
The Harvest domain comprises clerics who serve primarily in agricultural communities, serving their Deities through the worship of the changing seasons and the bringing of good crops year after year. Harvest domain clerics know the value of preparation, hard work, and celebrating after a successful harvest.
1st - Create or Destroy Water, Detect Poison and Disease
3rd - Moonbeam, Protection from Poison
5th - Call Lightning, Plant Growth
7th - Control Water, Ice Storm
9th - Commune, Insect Plague
When you choose this domain at 1st level you gain proficiency with Heavy Armor and the Nature skill.
Protecting the Flock
At 1st level, you gain the ability to occasionally sense the presence of beasts who may be hunting your flock or destroying your harvest. As an action, you can open your awareness to magically detect Beasts. Until the end of your next turn, you know the location of any Beasts (but not Magical Beasts) within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Blessed Feast
Starting at 2nd Level, you can use your Channel Divinity to beseech your Deity to give nourishment to you and your companions.
During a short or long rest, you can as an action present your holy symbol and invoke your Deity’s name. You must make an offering of food to your Deity - an ear of corn, chaff of wheat, a small animal, etc. - and divine power allows you to multiply whatever food offering you presented into enough food to feed up to 10 medium or small sized creatures. The food is of the same quality as the offering, and spoils if it is not consumed within 24 hours. Any creature that consumes the food created this way gains temporary hit points equal to your 2 + your Wisdom modifier for 8 hours.
Soul of the Harvest
Beginning at 6th level, your connection to the fields gives you benefits akin to the hardiness of the crops you cultivate:
-You gain resistance to Cold damage
-You have advantage on Saving Throws made to resist the effects of disease
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
Embodiment of the Seasons
At 17th Level you become the very embodiment of the seasons and the fields. Add the following spells to your Domain Spells:
6th Level - Sunbeam
7th Level - Firestorm
8th Level - Control Weather
9th Level - Storm of Vengeance