TEXT:  
  Divine Domains 
  In a pantheon, every deity has influence over different 
  aspects of mortal life and civilization, called a deity’s 
  domain. All the domains over which a deity has influence 
  are called the deity’s portfolio. For example, the portfolio 
  of the Greek god Apollo includes the domains of 
  Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence over 
  the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of the 
  deity that appeals to you most. 
       Each domain’s description gives examples of deities 
  who have influence over that domain. Gods are included 
  from the worlds of the Forgotten Realms, Greyhawk, 
  Dragonlance, and Eberron campaign settings, as well as 
  from the Celtic, Greek, Norse, and Egyptian pantheons of 
  antiquity. 
  Famine Domain 
  Fast for the god of Hunger and drink nothing the god of 
  Thirst, and you shall hunger and thirst no longer. This is the 
  philosophy of a priest of Famine, who venerates gods that 
  seek to create scarcity across the globe. To spread this 
  dogma, you must only spread famine and drought; if others 
  shall only fast, they too can come to join the Starving Sect. 
   
  Cleric Level 
  Spells 
  1st 
  false life, ray of sickness 
  3rd 
  hold person, ray of enfeeblement 
  5th 
  bestow curse, hunger of Hadar 
  7th 
  blight, dominate beast 
  9th 
  dominate person, insect plague 
  Bonus Cantrips 
  At 1st level, you learn the poison spray cantrip and one 
  other cleric cantrip of your choice. 
  Fast 
  Starting at 1st level, as long as you fast, you never starve. 
  You don't need to eat or drink, and don't suffer levels of 
  exhaustion from starvation or dehydration. This ability is 
  suppressed for 24 hours if you willingly eat or drink. 
  Channel Divinity: Wither 
  Starting at 2nd level, you can use your Channel Divinity to 
  starve living things. For the next minute, you can use your 
  action to choose one creature you can see within 60 feet to 
  make a Constitution saving throw. Plants have 
  disadvantage on this saving throw. On a failed save, a 
  creature suffers a level of exhaustion and takes 1d10 
  necrotic damage for each point of your proficiency bonus. 
  On a successful save, the creature takes half this amount of 
  damage and does not become exhausted. 
  Draining Spell 
  Starting at 6th level, when you deal damage to one creature 
  using a spell on your turn, that creature's speed is reduced 
  by 10 feet for 1 minute. A creature's speed can only be 
  reduced by this ability once at a time. 
  Potent Spellcasting 
  Starting at 8th level, you add your Wisdom modifier to the 
  damage you deal with any cleric cantrip. 
  Salt the Fields 
  Starting at 17th level, you can use your action to bring 
  famine on the land. All nonmagical plants that aren't 
  creatures within a 100-foot radius sphere wither and die. 
  Each creature you choose in that area must make a 
  Constitution saving throw or suffer two levels of 
  exhaustion. Plants have disadvantage on this saving throw 
  and take 8d10 necrotic damage on a failed save. 
       Once you use this ability, you must complete a long rest 
  before using it again. 
   
  Famine Domain Spells 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Famine Domain.pdf