Base Class: Cleric
A combination of the life and nature domains.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
First level feature
Disciple of Life: additional healing.
Acolyte of Nature: druid cantrip and bonus proficiency choice.
Acolyte of Nature
You learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Disciple of Life
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.
First level proficiency
Proficiency based on first level feature choice.
Animal Handling proficiency
Acolyte of Nature - Animal Handling
Effective Healing
Disciple of Life - 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.
Nature proficiency
Acolyte of Nature - Nature
Survival Proficiency
Acolyte of Nature - Survival
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Sixth level feature
Blessed Healer: Additional healing also applies to yourself.
Dampen Elements: Use a reaction to grant yourself or an ally resistance to elemental damage.
Blessed Healer
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
8th level feature
Divine Strike: Once per turn, extra 1d8 damage (radiant, or choose an elemental type when you hit).
Life-force Mastery: Gain the ability to cast Life Transference with reduced healing (equal hit points as damage, instead of twice the hit points) when you cast it at will (no spell slot), or when you deal the damage to an enemy instead of yourself.
Divine Strike
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 [radiant damage](or)[cold, fire, or lightning damage (your choice)] to the target (one of the bracketed options must be chosen when gaining this feature). When you reach 14th level, the extra damage increases to 2d8.
Life force mastery
At 8th level, you gain an increased ability to manipulate life force. You gain access to three variations of the Life Transference spell.
- The spell can be cast at will, but instead of the target creature gaining twice the hit points as the damage you take, they gain an equal amount; it is an equal transfer of hit points. The spell deals 4d8 necrotic damage to you. This damage increases to 5d8 at level 12, 6d8 at level 16, and 8d8 at level 20.
- If the spell is cast using a spell slot (3rd level or higher), it behaves as normal, dealing 4d8 necrotic damage to you and giving twice the amount as healing to another creature in 30 ft. If cast at higher levels, the damage increases by 1d8 for every level above 3rd.
- The spell slot can instead be used to take life from an enemy, rather than yourself. When used this way, the healing received is equal to the damage dealt.
If the damage exceeds you or the enemy's remaining hit points, the damage carries over towards points against death, and the healing target receives all points.
If enemies die on KO, the hit points are limited to how many they had remaining.
Nerfing possibilities:
When the spell is cast at will, the range becomes touch (instead of 30 ft)
When the spell is cast at will, require a WIS check (DC = 10 - wis mod ?)
When the spell takes the hit points from an enemy, it can only be cast on a successful spell attack (ranged and/or melee ?)
When the spell takes the hit points from an enemy, require a CON save from the enemy
When the spell takes the hit points from an enemy, only you can receive them, not an ally
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
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