Virtue Domain (5e Subclass)
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As a worshiper of The Mana, you have learned to tap into your magical energies in pursuit of Her ideals. By upholding Her virtues, you are granted her favor in many things. Though this power is very different from ones known as her Aspects, the fact that it gives you strength is undeniable. Because of your faith, The Mana's favor will be known to you always, opening new doors and protecting you in your most dire times of need.
|3rd||Calm Emotions, Zone Of Truth|
|7th||Dimension Door, Guardian of Faith|
|9th||Reincarnate, Legend Lore|
Starting at 1st level, you gain proficiency with Arcana, and can cast Detect Magic at will a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Channel Divinity - Whispered Omen
Starting at 2nd level, your Channel Divinity may be used to make a plea to The Mana, similar to your Divine Intervention. You may only ask for one of three things: Mercy, Knowledge, or Strength.
Mercy will either bestow Lesser Restoration or Greater Restoration to you or a target you can touch, if The Mana decides the target deserves such kindness. If She bestows this boon, she will not do so for the same target ever again, with yourself as the exception. She may simply choose not to bestow Mercy, such as due to a shortcoming of the target's virtue.
Knowledge will offer the effect of Augury, with The Mana as the answering entity. She may offer a single word, or a short sentence as the GM decides.
Strength will offer the effect of Divine Favor with a duration of ten minutes. This effect continues without the need for concentration, bestowed by The Mana. This extra radiant damage will not affect those The Mana determines are virtuous, and you will know when Her boon fails to affect them.
Starting at 6th level, if you successfully negate a spell by casting Counterspell, you may cast the spell you negated for free. The spell counts as a Cleric spell when you cast it in this way and uses your spellcasting abilities and modifiers.
Starting at 8th level, any attack you or an ally within 30ft of you makes is considered magical for the purposes of overcoming resistances. Furthermore, you may use an action to gain temporary hit points equal to your level in this class plus your spellcasting ability modifier. You regain the ability to do so when you complete a long rest.
At 17th level, once every long rest, you may accept The Mana's power. The GM rolls a d100 in secret.
On a 2 to 99, The Mana empowers one spell you cast. If you cast a healing spell, all hit points regained are doubled. If you cast a damaging spell, it inflicts maximum damage. If the spell requires a save, allies automatically pass and take no damage, but enemies have disadvantage on their save.
On a 100, you are not exhausted, but The Mana takes full control of your body and manifests into the world.
On a 1, you gain the effects of a 2 to 99, but suffer 5 levels of exhaustion when your casting is complete.
If The Mana completely overtakes you, She is a creature as detailed here. In this event, your body is no longer under your control and you are considered unconscious for ten minutes or until The Mana retreats from your body, whichever is shorter. The Mana is not obligated to follow through on any of your choices or promises unless she has agreed to do so ahead of time, and she may act and make decisions on her own.