It's been a long time coming - finally it's here. The Disciple of Life feature of the Life Domain Cleric is now supported automatically on D&D Beyond.
What does this mean for me?
If you're playing a character that selected Life Domain as their Divine Domain, then you gain the feature Disciple of Life.
This feature makes your healing spells more powerful and, up until now, it's been your responsibility to remember that and add the bonus to your healing spells.
With this update, the bonus is now added automatically and, even better, it's fully included when you roll Digital Dice on D&D Beyond.
The go to spell for most clerics who want to heal someone is Cure Wounds, which heals a creature for 1d8 + your spellcasting ability modifier. At 2nd level, that's probably going to be 1d8 + 3 for most clerics with a Wisdom score of 16 or 17.
The Disciple of Life feature adds 2 + the spell’s level. For Cure Wounds cast with a 1st level spell slot, that's an extra 3 healing, taking the amount healed up to 1d8 + 6.
Screenshot of the D&D Beyond character sheet, showing the Archmage's Favor digital dice used to roll for the healing of a 2nd level Cure Wounds spell. The result is a 6 and 8 on the dice, with a bonus of 7, giving a total amount healed of 21.
Disciple of Life in Detail
Let's take a look at that feature, as written in both the Basic Rules and the Player's Handbook:
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
The following spells all qualify for this bonus, as they include the wording that they cause a creature to restore/regain hit points:
- Aura of Life
- Aura of Vitality
- Cure Wounds
- Enervation
- Goodberry (see the Sage Advice guidance on this)
- Heal
- Healing Spirit
- Healing Word
- Life Transference
- Mass Cure Wounds
- Mass Healing Word
- Prayer of Healing
- Regenerate
- Soul Cage
- Vampiric Touch.
Image of a Dwarven Cleric, wielding a warhammer
Two further spells also qualify due to wording, that we need to talk about:
- Mass Heal - heals 700 hit points spread as you like. The way this interacts with the Disciple of Life feature is pretty unique, as the feature doesn't just bump the amount healed up to 711. Instead, the bonus is applied to each creature. In a hypothetical situation where a Life Domain cleric were to cast this spell and choose to allocate 1 hit point of healing to each of 700 creatures - each of those creatures would also receive a bonus 11 healing (for a total of 12 each). That would mean the spell healed a total of 8,400 hit points!
- Power Word Heal - restores the target to maximum hit points, so adding the Disciple of Life bonus isn't something that can be done meaningfully.
Screenshot of the D&D Beyond character sheet, showing the spells section of the sheet for a 3rd level Life Domain cleric. The spells visible include Cure Wounds and Healing Word, which are automatically increased by the Disciple of Life feature.
Homebrew Spells
We want to make sure that this works well and to review community feedback before we tell you all how to use this system for your homebrew subclasses, spells etc.
The last thing we want is for you all to make a bunch of homebrew content and then we make some changes to this system, due to feedback.
We absolutely will make sure to write up information on how to use this for homebrew, with appropriate screenshots and we expect that to be fairly soon. 😊
oh man this is so lovely! i always forget ;;
Thanks for this. Playing again for the first time in 15 years and my Disciple of Life Cleric is a great way back into the game.
Quick Noob question: my 4th level disciple of life character (42824856) has a 17 wisdom. Why is my 1st level Cure Wounds Spell now healing 1d8+10 and not 1d8+6? I like the buff of the healing spells but don't understand how I have a +10 bonus for 1st level spells and +11 bonus for 2nd level.
You customized them. Remove the customization.
You are 100% right. Don't know how I did that, but it's fixed now. Thanks.
Hey!
I believe the numbers in both of your given scenarios are correct. You have a level 10 cleric with a +6 modifier, and you cast at 1st level. The Disciple of Life feature is level of spell cast+2. So, healing+modifier+DoL= Total Healing:
10+6+3= 19
Then casting at level 5 would add the the DoL bonus; Spell Level+2=DoL bonus. 5+2=7
Healing+modifier+DoL= Total Healing:
25+6+7=38
Hope that helps!
Disciple of Life was already added into the 31 (by dndbeyond), but Beyond20 added it again, probably because it hasn't been updated and doesn't know dndb adds it automatically now.
PSA: Use beyond20 or use dndb's dice roller, but never both.
Why did life cleric need this? I haven't played a life cleric yet, so I don't know, but was life cleric underpowered?
dndbeyond doesn't make the features or write the books, dude. They've finally implemented a class feature that was already there.
Why can't I add the new "Spell Group - Healing" tag onto homebrew subclasses
It's added as a modifier, as per the image below. I am going to be writing up some information on how to utilise this for homebrew, hopefully later this week.
Does this homebrew option allow multipliers? For example, instead of "2d6 + ( 2 × level)", you could do "2d6 × 2"?
I'm specifically interested in magical items that double healing rolls, for example, and wondering if that's possible.
I'd still like a response regarding Revivify and Raise Dead, as your 'explanation' isn't one. Disciple of Life says "Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level." Revivify and Raise Dead specifically restore hit points as part of the spell: "creature returns to life with 1 hit point." You can be alive and unconscious at 0 hp, so the 1 HP is a direct result of the spell, and as such Disciple of Life should apply.
Both of those spells specifically place the character on 1 hit point - they don't use the key word restore or regain to describe that action.
The feature doesn't use the word 'regains' in relation to defining what the spell does, it only uses the word 'restore.' To therefore require the use of the word 'regain' is not in line with the rules. 'Regain' is used throughout the PHB reflexively in relation to the person with the hit points, not to an action by the person who is doing healing. Did the creature have 0 hit points before the spell, and had hit points after the spell? Then the spell restored hit points. There are already other spell interactions that can cause changes to Revivify, and you've already acknowledged that there are multiple wordings that work with Disciple of Life. There is no logical reason not to allow it.
Hey Stormknight, the modifier is there and I added it to my custom cleric subclass the same way as it is done in the original Life Domain.
However, the bonus is still not applied correctly. Only when using the original Life Domain does it work.
Any idea what's going on here?
Is there any way to add the Spells level as a bonus for homebrew or is that exclusive to life cleric.
The iOS app update today released support for the life cleric that supposedly came AFTER spell management for iOS. Someone is being dishonest about blaming the apple approval process.. I guess this is what we’re to expect going forward with the new direction of fandom.
🤔
Thank you, cool update! :)
Any official response to this question anywhere?