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. 😊
Any official response anywhere to if we will get Blessed Healer working? I mean, that was the HARD part...
Excellent work! was very curious on how this would be implemented. My only comment/feedback would be, at the very least in the dice roller, if not when opening up the description for the spell would be for a little breakdown of say xdx+(mod+DoL) so people dont just look at their modifier and see why they're different. Similar how clicking on AC gives the breakdown. It actually took me a while to realize why my bard's initiative was so much higher than my DEX (Jack of all trades)
This makes me even more excited to play a cleric.
Still nothing about homebrews with the new modifier? It doesn't seem to work for my homebrew :(
I noticed today that this does not work in the app. It works on the website but not in the app you've released. Is this something you are working on fixing?
I'm still not able to use this feature on my homebrew Life Domain.
Will this happen anytime soon? Can we still expect the promised writeup?
Any Updates anywhere on how to successfully add this using the Homebrew "Spell Group - Healing" Bonus?
I'm stumped on how to get this to add healing based on level.
Thanks!
Make a copy of Life Domain and see how they did it.
Their way works as a Subclass Ability. But if you use the exact same thing they have as a Modifier on an item, it just adds 2., not 2+spell level.
At least not any way I have been able to set it up.
Huh. No actually you're right. It just does not work on magic items. I get the same as you. It does work on feats and features though.
Thanks for double checking me. At least it's always good to know it's not just another "You idiot!" moment!
The "Bonus: Spell Group - Healing" is not working on homebrewed healing spells
Was the information for creating this for homebrew ever written up?
This does not work - it didn't pre 2024 rule book and does not with the new PHB