Base Class: Cleric
The Healing domain emphasizes the restoration of life, the mending of the body, and the purification of harmful effects. Clerics of this domain serve as devoted healers, caretakers, and protectors against suffering and injury. They channel divine energy to reverse harm, cleanse afflictions, and sustain their allies through even the gravest wounds.
Deities associated with this domain include Apollo, Balder, Berronar Truesilver, Iallanis, Ilmater, Lurue, Luthic, Naralis Analor, Pelor, Semuanya, Sharindlar, Skerrit, Skoraeus Stonebones, Tamara, and Torm.
Domain Spells
When you choose this domain at 1st level, you gain domain spells at the cleric levels listed in the Healing Domain Spells table. See the Divine Domain class feature for how domain spells work.
Healing Domain Spells
| Cleric Level | Spells |
|---|---|
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1st |
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3rd |
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5th |
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7th |
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9th |
Disciple of Restoration
When you choose this domain at 1st level, you gain proficiency in the Medicine skill. Your proficiency bonus is doubled for any ability check you make that uses the Medicine skill. In addition, you have advantage on Medicine checks.
Also at 1st level, your restorative magic overcomes barriers to healing. When you cast a spell that restores hit points to a creature, if that creature is under an effect that reduces its hit point maximum or prevents it from regaining hit points, those effects end on the creature before the healing is applied, and the creature regains the hit points normally.
Furthermore, when you cast a spell that deals damage, you can choose one creature targeted by the spell. Instead of dealing damage to that creature, the spell restores hit points to it equal to the amount of damage the spell would have dealt. The creature takes no damage from the spell. This option has no effect on undead or constructs.
Channel Divinity: Vital Surge
Starting at 2nd level, you can use your Channel Divinity to bolster those you heal.
When a creature you can see within 60 feet of you regains hit points, you can expend one use of your Channel Divinity and grant that creature temporary hit points equal to the hit points it regained. This feature has no effect on undead or constructs.
Radiant Vitality
At 6th level, your healing becomes more expansive and resilient.
When you cast a spell that restores hit points to a creature, you can cause that creature to automatically roll a 20 on the d20 for its first death saving throw made after the spell is cast. This benefit ends once the death saving throw is rolled or if the creature regains consciousness by other means.
In addition, when you target a creature with a spell that restores hit points, you can choose a number of additional creatures equal to your Wisdom modifier (minimum of one). You and the chosen creatures become additional targets of the spell if they are within the spell’s range and are neither undead nor constructs. The spell’s healing and other restorative effects apply to all chosen targets.
Finally, when a creature you can see takes damage, you can use your reaction to cast a spell that has a casting time of 1 action or 1 bonus action and that restores hit points, provided the creature is within the spell’s range. You must have the spell prepared and expend a spell slot as normal. The spell’s casting time is reduced to a reaction for this casting.
Amplified Restoration
Starting at 8th level, whenever a creature regains hit points from a spell you cast, it regains twice as many hit points as the spell would normally restore.
Supreme Restoration
At 17th level, when you cast a spell that restores hit points to a creature, the creature regains twice the maximum possible hit points the spell could restore instead of rolling dice. For example, if a spell restores 2d8 + 3 hit points, the creature regains 2 × (16 + 3) = 38 hit points. This feature has no effect on undead or constructs.
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