jgsugden
Legend
I'd just make the following Divine Domain:
INVOKER DOMAIN
The Gods act through their clerics, but only a select few of their clerics speak directly for them. These clerics are known as Invokers.
Invoker Initiate: When you choose this domain at 1st level, select another domain in addition to this domain. You gain all benefits of that domain.
Armor of Faith: Starting at first level, You may not cast cleric spells when wearing medium or heavy armor. However, your faith protects you. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Enduring the Voice: Speaking directly for a God is taxing on the body. Your hit point maximum is reduced by one per cleric level you possess.
Domain Spells: Starting at first level, whenever you gain access to new domain spells, you may also select one evocation spell of the same level as the domain spells gained. Add that spell to your other domain spells and treat it like any other domain spell. This spell can be from any spell list, but counts as a cleric spell for you.
Channel Divinity: Rebuke Undead: Starting at 2nd level, as an action, you can use your Channel Divinity, present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it takes 1d12 damage and is pushed 20 feet away from you. The damage deal increases by 1d12 at 5th level, 11th level and 17th level.
Covenant: At 6th level you agree to abide by a stricter code of conduct in service of your God. Your devotion manifests in greater power from your God. Select either the Covenant of Malediction, Covenant of Preservation or Covenant of Wrath.
* Covenant of Malediction - One target of a spell or attack that you deliver that takes damage from the spell or attack is pushed 5 feet away from you.
* Covenant of Preservation - You may use your reaction to allow an ally to move half their speed. This movement does not provoke opportunity attacks.
* Covenant of Wrath - Reroll any result of 1 or 2 on spells that deal damage.
Divine Form - Starting at 8th level, you may use your reaction or a bonus action to gain resistance to either radiant, thunder, lightning, fire, cold, acid or necrotic damage. You may only have resistance to one type of damage from this feature at a time.
Avatar - At 17th level, you may use a bonus action to become an avatar of your God for 1 minute. While in this form, you are size large, gain temporary hit points equal to your maximum hit points, and may cast Thunderwave as a 3rd level spell as an action. The duration of this effect increases to 20 minutes at 20th level. Once you use this feature, you can’t use it again until you finish a long rest.
INVOKER DOMAIN
The Gods act through their clerics, but only a select few of their clerics speak directly for them. These clerics are known as Invokers.
Invoker Initiate: When you choose this domain at 1st level, select another domain in addition to this domain. You gain all benefits of that domain.
Armor of Faith: Starting at first level, You may not cast cleric spells when wearing medium or heavy armor. However, your faith protects you. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Enduring the Voice: Speaking directly for a God is taxing on the body. Your hit point maximum is reduced by one per cleric level you possess.
Domain Spells: Starting at first level, whenever you gain access to new domain spells, you may also select one evocation spell of the same level as the domain spells gained. Add that spell to your other domain spells and treat it like any other domain spell. This spell can be from any spell list, but counts as a cleric spell for you.
Channel Divinity: Rebuke Undead: Starting at 2nd level, as an action, you can use your Channel Divinity, present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it takes 1d12 damage and is pushed 20 feet away from you. The damage deal increases by 1d12 at 5th level, 11th level and 17th level.
Covenant: At 6th level you agree to abide by a stricter code of conduct in service of your God. Your devotion manifests in greater power from your God. Select either the Covenant of Malediction, Covenant of Preservation or Covenant of Wrath.
* Covenant of Malediction - One target of a spell or attack that you deliver that takes damage from the spell or attack is pushed 5 feet away from you.
* Covenant of Preservation - You may use your reaction to allow an ally to move half their speed. This movement does not provoke opportunity attacks.
* Covenant of Wrath - Reroll any result of 1 or 2 on spells that deal damage.
Divine Form - Starting at 8th level, you may use your reaction or a bonus action to gain resistance to either radiant, thunder, lightning, fire, cold, acid or necrotic damage. You may only have resistance to one type of damage from this feature at a time.
Avatar - At 17th level, you may use a bonus action to become an avatar of your God for 1 minute. While in this form, you are size large, gain temporary hit points equal to your maximum hit points, and may cast Thunderwave as a 3rd level spell as an action. The duration of this effect increases to 20 minutes at 20th level. Once you use this feature, you can’t use it again until you finish a long rest.