Base Class: Cleric
A great God favor not one but two or more aspect of life, illusions and healing are the one this domain favor.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency for Dexterity (Stealth) checks or Wisdom (Medecine) checks.
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.
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.
Blessed Trickster
Beginning at 6th level, the illusions spells you cast heal you. When you cast a spell of 1st level or higher from the school of illusions, you regain hit points equal to 2 + the spell’s level.
Channel Divinity: Cloak of Shadows and Health
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. When invisible with this ability, your regain 2 + your cleric level hit points.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 psychic damage to the target or heal the target for 1d8 + your spell attack bonus. You can also choose to half your weapons base damage for better healing. When you reach 14th level, the extra damage or healing increases to 2d8.
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.
Realistic Illusions
Starting at 17th level, when you cast illusions spells, the save DC to see them as fake increase to your Spell DC + twice the spell's level.