I'm thinking of replacing The Mandate Of Heaven with this:

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The Mandate Of Heaven
Choose one of the following three abilities to acquire.

Kingdom Of Glory Everlasting
As master of both heaven and earth, it is only right that your subjects honor you with grandeur, and it is only right that the world itself conspires to be great for you. All things crafted by loyal subjects of a place that you rule over, within that domain - structures, tools, armaments, and so on - cost 20% less in materials and take 20% less time to finish. Tools last longer than they should, raw materials go unwasted, workplace accidents disappear, schedules align themselves, workers apply extra diligence to the most innocuous tasks, and managers govern fairly.

Practically speaking, this means that your kingdom will grow abundant with wealth in short order, provided they have access to resources and trade. Who can undercut a nation in the trade of finished goods wherein the least apprentice works faster than a master in their own? If this is allowed to continue, your people will have paved roads where others have dirt, aqueducts and bath houses where others have trenches of sewage down their streets, monuments in your image at every village square, and armies clad in iron where others have leather and wood.

As only loyal subjects benefit, those who reap these great rewards know that it is to you and only you that they owe their bounty.

King-Of-Kings Immanence
You inscribe your godly essence unto your earthly domain and it comes to know its lord. Within the bounds of a place that you rule, all your subjects know you as an incarnate deity, and most nameless NPCs you rule over believe this to be right and good and that all other gods are lesser to you. It is to your discretion how other deities are viewed - outright monotheism is liable to cause strife from within and without - but doctrine that sees other gods as your aspects, children, or the citizens of your divine kingdom may fair better. Churches and shrines to other powers also double as your holy places and prayers are expected to begin and end with fealty to you, regardless of what other names are said in between.

Clerics that worship you are granted spells, just as if they worshiped any other deity, and clerics that reject your supremacy that attempt to cast spells within your domain must expend a spell slot one higher than they would normally need to, as their connection to their benefactor is weakened.

If you have at least a few thousand faithful within your domain, their prayers empower you, and your magnanimity uplifts them. You gain access to all cantrips on the Cleric spell list, and may cast all 1st and 2nd level Ritual Cleric spells, but only as rituals. Your spellcasting ability for these spells is Charisma. Your faithful subjects each (those that have reached adulthood), in turn, gain access to one cantrip from the Cleric spell list that most benefits their role in society. Craftsmen might acquire Mending, while physicians might acquire Spare The Dying, and peacekeepers might acquire Sacred Flame.

Mother Governs Children
In the time of the Universe Empress, her subjects were all her children, birthed into the cosmos in her crucible of flame from the conceptual Beyond. They knew fealty to her as a sovereign, but also possessed a fierce loyalty as dutiful sons and daughters, as well as camaraderie with one another as siblings. When they misbehaved, her husband descended from the heavens to punish them in a nuclear inferno, and they accepted this as any errant child might do so once caught.

To call forth these same precepts of primordial, familial rulership, you must have an immediate family of which you are the head - a spouse or spouses at a minimum, and children wouldn't hurt either. If you meet this requirement, then the domain you rule over is blessed with morality befitting a massive, close-knit blood relationship. While individual, important NPCs, and all PCs, must choose for themselves, all the nameless masses of your subjects are affected.

Crime disappears overnight as compassion and empathy pervade the land. The destitute and unwell are welcomed into homes as long-lost children. Those in need are helped to the extent that they require it, asked for compensation only to the degree that they may, with certainty that each individual can expect without a doubt equal treatment from every other person in the nation. People are likely to refer to others their own age as brother or sister, those younger as niece or nephew, and those older as aunt or uncle, with you as their Sovereign Mother or Father.

(This behavior will probably creep the hell out of foreigners, and none of your subjects are necessarily compelled to extend kindness to those outside the family.)

Because of these ties, you have Disadvantage on checks to oppose the Deception skill used by one of your subjects. However, against your subjects that you believe have wronged you, you have Advantage on all attack rolls meant to nonlethally incapacitate them, and your Crushing Visage Of The God Empress causes Paralysis on a failed save in addition to the other effects it has.

Finally, your trusted advisors have Advantage on all Intelligence checks to advise you, such is the power evoked by unity and faith in one another.


-and then bumping it to 1st level to provide some choice and extra rulershipness. 2nd level will gain a new ability accordingly.

Thoughts?