Base Class: Cleric
These Clerics often were disciples in the Domain of Life before a traumatic event shook their faith. This could be an attack on their temple, a grievous act by someone in the hierarchy of their practice, or another act of barbary. At this point, the Cleric often leaves their temple searching for answers or a new calling, while still maintaining some of their old teachings. Often, they still try to spread the word of the deity they were serving in an attempt to restore their own faith. As their certainty in their path is less, they lose some of their affinity for the Life Domain, but as they are exposed to other traditions and paths, they learn new skills.
Bonus Proficiencies
While traveling the world, you've been exposed to more of the world, and picked up some skills you might not have expected. When you choose this domain at 1st level, you gain proficiency with heavy armor and a skill of your choice related to Intelligence, Charisma, or Wisdom.
Lost Disciple of Life
Also starting at 1st level, your healing spells are more effective, but not as much as when you were a devoted Disciple of Life. 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 the spell’s level.
Channel Divinity: Restore Life
Your training in the Life Domain stays with you, though your connection has faded somewhat.
As an action, you can restore HP equal to three times your Cleric level. Choose any creatures within 60 ft. of you and divide those hit points among them. You can't use this feature on an undead, construct, or any creature that is opposite to your alignment or would go against your former teachings.
Returning Dividends
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 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.
Harsh Realities
Traveling the world has shown you some of the crueler aspects of the world, and you've acquired skill with some instruments of death you might not have expected. You gain proficiency with a weapon of your choice. In addition, when you hit with a spell attack, you can subtract 1d8 from the damage dealt, and restore half that much HP (rounded up) to an ally you can see within 30 ft. of the target.
Strengthened Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use 80% of the maximum value (rounded up) for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 10 (80% of 12, rounded up).
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