It's been a long time coming - finally it's here. The Disciple of Life feature of the Life Domain Cleric is now supported automatically on D&D Beyond.
What does this mean for me?
If you're playing a character that selected Life Domain as their Divine Domain, then you gain the feature Disciple of Life.
This feature makes your healing spells more powerful and, up until now, it's been your responsibility to remember that and add the bonus to your healing spells.
With this update, the bonus is now added automatically and, even better, it's fully included when you roll Digital Dice on D&D Beyond.
The go to spell for most clerics who want to heal someone is Cure Wounds, which heals a creature for 1d8 + your spellcasting ability modifier. At 2nd level, that's probably going to be 1d8 + 3 for most clerics with a Wisdom score of 16 or 17.
The Disciple of Life feature adds 2 + the spell’s level. For Cure Wounds cast with a 1st level spell slot, that's an extra 3 healing, taking the amount healed up to 1d8 + 6.
Screenshot of the D&D Beyond character sheet, showing the Archmage's Favor digital dice used to roll for the healing of a 2nd level Cure Wounds spell. The result is a 6 and 8 on the dice, with a bonus of 7, giving a total amount healed of 21.
Disciple of Life in Detail
Let's take a look at that feature, as written in both the Basic Rules and the Player's Handbook:
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.
The following spells all qualify for this bonus, as they include the wording that they cause a creature to restore/regain hit points:
- Aura of Life
- Aura of Vitality
- Cure Wounds
- Enervation
- Goodberry (see the Sage Advice guidance on this)
- Heal
- Healing Spirit
- Healing Word
- Life Transference
- Mass Cure Wounds
- Mass Healing Word
- Prayer of Healing
- Regenerate
- Soul Cage
- Vampiric Touch.
Image of a Dwarven Cleric, wielding a warhammer
Two further spells also qualify due to wording, that we need to talk about:
- Mass Heal - heals 700 hit points spread as you like. The way this interacts with the Disciple of Life feature is pretty unique, as the feature doesn't just bump the amount healed up to 711. Instead, the bonus is applied to each creature. In a hypothetical situation where a Life Domain cleric were to cast this spell and choose to allocate 1 hit point of healing to each of 700 creatures - each of those creatures would also receive a bonus 11 healing (for a total of 12 each). That would mean the spell healed a total of 8,400 hit points!
- Power Word Heal - restores the target to maximum hit points, so adding the Disciple of Life bonus isn't something that can be done meaningfully.
Screenshot of the D&D Beyond character sheet, showing the spells section of the sheet for a 3rd level Life Domain cleric. The spells visible include Cure Wounds and Healing Word, which are automatically increased by the Disciple of Life feature.
Homebrew Spells
We want to make sure that this works well and to review community feedback before we tell you all how to use this system for your homebrew subclasses, spells etc.
The last thing we want is for you all to make a bunch of homebrew content and then we make some changes to this system, due to feedback.
We absolutely will make sure to write up information on how to use this for homebrew, with appropriate screenshots and we expect that to be fairly soon. 😊
Awesome! Thank you D&D
I'm really glad this update was applied, but I'm not sure it's working correctly. Cure Wounds heals for 1d8 + mod at 1st level and scales up with another 1d8/level when upcast. The Disciple of Life feature adds another 2 hp + 1/level of casting. I have a level 10 Life Cleric (modifier +6), and here's what happens when I cast Cure Wounds at 1st level:
Cure Wounds
Cure Wounds
To kill two birds with one stone, that second Disciple of Life bonus could just be converted to a Blessed Healer effect. Not that a Life Cleric would kill birds . . .
Just another healer/killer class
"I'm coming for you and heal is coming with me!"
Thank you! And on behalf of Bahamut, thank you :)
This is awesome, I’d love to see something similar for Genie warlock’s damage bonus.
I played a Life Cleric about two years ago. I customised all the healing spells and added "(Diciple of Life)" to the heading.
Still has to remember the self-heal from Blessed Healer though.
Is there a mechanic to do that automatically as well, now?
Yay! Thanks. My life cleric recently died, 😱 but I'm still happy this was implemented! 🎉
Will the life domain cleric changes be applied to the dnd beyond android app?
Excellent and extremely useful. Thank you.
This is a great step onward. The more D&DBeyond does for the player so that they don't have to do themselves, the more time gets to be spent playing the game.
I look forward to more QoL features like this being added. I know it's hard to keep up with them given the amount of extra content WoTC puts out that needs to be accounted for, but I'm sure you guys got this.
With this plus Tasha's giving clerics aura of vitality, healing of 3rd level and higher will be OP, haha. It doesn't say add it one time, so if I understand, each bonus action with aura of vitality will heal 2d6+5 hp, which means a 3rd level spell can heal 120 hit points over the span of 10 rounds. In combat, probably no OP, as it is concentration, but out of combat wow
@Glenn, Is this beyond20? Cus that's buggy as hell with dndb's rolls.
I wish you could split out the value separately in the roll.
Because then you could use that same value for Blessed Healer
Which heals you when you heal others.
OMG YAAAAAAAAASSSSSSSSSSSSSS THANK YOU!!!!!!!
Solved! It was a Beyond20 issue. There's a toggle for Life Clerics that activates the Disciple of Life feature, and that was duplicating the bonus. Once I switched that off, the problem was resolved.
Aid’s max HP increase wouldn’t qualify for Disciple of Life... but the restorative half of Aid (e.g. “your current hit points increase by 5”) should qualify for Disciple of Life’s bonus. I would expect a level 2 Aid cast on a target at 0 HP to raise his maximum HP by 5 and bring him up from 0 HP to 5 HP - that looks like healing to me!
D&D uses the words “regain” and “restore” pretty interchangeably for healing spells, so I would not expect an effect that increases current hit points to count as something other than healing.
I love this! For home-brew, can you please make sure that some logic is included so that we can multiply the roll for healing? For example, I have a homebrew helmet that doubles my healing rolls. I would love to do this automatically!
"Whenever you use a spell of 1st level or higher to restore hit points to a creature" -- you cast the spell (revivify) and the creature now has 1 hit point. How is that not restoring hit points?
In my opinion, restoring hit points and "increasing your current hit points" sound like the exact same thing to me. I don't think it would increase how much max HP you would get, but if you had taken 10 damage and someone cast aid on your at lv 2, I'd say you're max hp would go up by 5 and your current hit points would go up by 9. That's how i'd rule it as a DM.