Base Class: Cleric
Gods of healing, mercy, and compassion grant their clerics the Medicine Domain. These clerics are skilled healers and physicians, who use their divine magic and mundane knowledge to tend to the wounded and the sick. They are often found on battlefields, in hospitals, or in remote areas where medical aid is scarce. They are not afraid to get their hands dirty, and they can perform feats of healing that seem miraculous to others. Whether they are motivated by altruism, duty, or simple ambition to help people, these clerics are always ready to help those in need. Deities from many pantheons can use their divinity to fuel such a domain, and can include—but are not limited to— those found on the Gods of Medicine table.
Medicine Domain Spells
You gain domain spells at the cleric levels listed in the Medicine Domain Spells table.
Medicine Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | cure wounds, detect poison and disease |
| 3rd | lesser restoration, protection from poison |
| 5th | mass healing word, revivify |
| 7th | death ward, stoneskin |
| 9th | greater restoration, raise dead |
Bedside Manner
1st-level Medicine Domain feature
Whenever you cast a spell of 1st level or higher on a friendly creature, any damage the creature takes before the start of your next turn is reduced by an amount equal to your proficiency bonus.
Field Medic
1st-level Medicine Domain feature
You gain proficiency in the Medicine skill. Your proficiency bonus is doubled for any ability check you make that uses this skill. In addition, you can use your bonus action in one of the following ways: You can administer first aid to an unconscious creature and attempt to stabilize it. You can examine a creature that you can see within 5 feet of you that isn't hostile to you. You determine its current hit points, as well as any conditions, diseases, or poisons affecting it. The range of this examination increases to 30 feet at 6th level, and to 60 feet at 18th level.
Moreover, you don't require material components for your domain spells.
Channel Divinity: Administer Treatment
2nd-level Medicine Domain feature
You can use your Channel Divinity to create a number of healing potions equal to your Wisdom modifier (minimum of 1). As an action, you present your holy symbol and distribute the potions among any creatures of your choice within 30 feet of you, which appear in one of the creature's free hands or the easiest location to obtain it, such as a pouch on its belt. Each creature can use its reaction when you distribute the potions or a bonus action on its turn to drink the potion. A creature regains hit points equal to your cleric level + a number of d4s equal to your proficiency bonus when it drinks this potion. Any potion you create with this feature lasts until the end of your next long rest or until you use this Channel Divinity again, after which it effervesces into nothing
Physician, Heal Thyself
6th-level Medicine Domain feature
Whenever you cast a spell of 1st level or higher on a friendly creature, you and that creature have advantage on any saving throws you make before the start of your next turn. If the spell restored hit points to the creature, you also regain hit points equal to half the amount restored (rounded up).
Potent Spellcasting
8th-level Medicine Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Miracle Worker
17th-level Medicine Domain feature
When you use your Divine Intervention to seek assistance that restores hit points to a creature, restores missing body parts, or returns a dead creature to life, the number you need to roll on percentile dice is instead equal to twice your cleric level or lower. If your deity successfully intervenes, you can use your Divine Intervention again after you finish a long rest. In addition, you are exceptionally good at bringing people back from the brink. When you stabilize a creature that has been reduced to 0 hit points, you can resuscitate the creature. A resusitated creature regains hit points equal to half its hit point maximum, and ends one condition of its choice that is affecting it. If the creature has died within the last minute, you can use your action to revive it first. You touch the creature, and you make a DC 30 Wisdom (Medicine) check. On a successful check, the creature returns to life with 1 hit point, and you can immediately use your bonus action to resuscitate the creature, providing the benefits above. Being resuscitated or revived this way is taxing on the creature; it can't be resuscitated or revived by this feature again until it finishes a short or long rest.
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