Cleric
Base Class: Cleric

Life domain cleric with the added features from the 'life bringer' homebrew.

Battlefield Medic (Level 2)

During the period of a short rest, you may spend the time to concentrate on doing a pray of healing 2/long rest. Up to 6 creatures can heal up to 1d8+wis increasing by 1d8 at levels 3, 5, 7, 9, 11, 13, 15 and 17th. If you choose to use this feature, you do not get the benefit of a short rest.

Divine Intervention (Level 6)

A blessing from those who watch over you. As a reaction, you can use the spell shield to create a barrier between you and your enemy increasing your AC by +5 until the start of your next turn. You may cast shield 1/day for free from then on you must use a spell slot of 1 or higher as per the spell.

Deific Obedience (Level 8)

  • Your worship of the gods and the pledge of non-violence you have upheld has not gone unnoticed. The Dawnfather and Ares watch over your every move and offer a piece of their power to ensure the safety of you and your companions. You gain an additional use of Channel Divinity (Brining it to 3 at this level and 4 at level 18)
  • Starting at this level you can use 2 channel divinities to cast the following abilities without the need for material components or having them prepared:
    • Blindness/Deafness
    • Lesser Restoration
    • Protection from Poison
  • Level 11
    • Revivify
  • Level 13
    • Heal
  • Level 15
    • Regenerate
  • Level 17
    • Greater Restoration
  • Level 19
    • Resurrection

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

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 Healer

Beginning at 6th level, 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.

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 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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