Cleric
Base Class: Cleric

The Eternal Domain focuses on the ability to manipulate the life forces of those who encounter one of its followers. Eternal Domain Clerics bring life to the dead and receive health by taking it from others. These clerics often seem wicked, and many are, yet usually are following the will of an evil god. 

His Unholy Word

When you choose this domain at 1st level, you will roll with advantage on religion checks.

Disciple of the Undead

Also starting at 1st level, your ability to manipulate life forces becomes more effective. Whenever you use a spell of 1st level or higher from the school of Necromancy, you gain temporary HP equal to the spell’s level.

Divine Reinforcement

Starting at 2nd level cleric, your ability to animate the dead becomes more powerful. When you cast Animate Dead, you can target twice the number of corpses or pile of bones, creating double the zombies and/or skeletons, as appropriate.

Channel Divinity: Manifest Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your unholy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 15 feet of you, or 30 feet if the creature(s) are undead, 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 a construct.

Necrotic Healer

Beginning at 6th level, the damaging spells you cast on others heal you simultaneously. When you cast a spell of 1st level or higher that damages a creature other than you, you regain hit points equal to 2 + the spell’s level.

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Damage

Starting at 17th level, when you would normally roll one or more dice to damage with a spell, you instead use the highest number possible for each die. For example, instead of dealing 2d6 hit points to a creature, you restore 12.

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