Base Class: Cleric
'To save a drowning man, you cannot be afraid to get your feet wet'. This is the motto you have lived by ever since you discovered your true calling- to heal the broken and bring hope where there is none. Drawn to the areas of your chosen city that most denizens would rather ignore, you exist to use your divine powers to serve the lowliest of society, curing disease and feeding the hungry. Unlike a typical Life Cleric, you tend to work alone, and you are somewhat of an outsider from society, either an outcast or by your own choosing. For some reason, the number III is meaningful to you, either representing the God you serve or the life you live. You have a supernatural enemy or two, and although you have not met them yet, you know of their existence and must live in hiding, committing your good works anonymously and living in repulsive places such as sewers where your enemy cannot find you. As a result of this, you have become more accustomed to the company of vermin than people, who see you as beneath their notice. But you don't care. This is the path you have chosen.
Shadow Skulker
You've carved out a niche for yourself in some of the darkest and dirtiest environments around. As a result, you have developed Darkvision and immunity to Sewer Plague
Disciple of Life (Same as Life Cleric)
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 the spell's level plus two.
Channel Divinity: Healing Presence
Starting at 2nd level, you can use your Channel Divinity to make your very presence a positive energy. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). To do this, you must either have your Holy Symbol on you, or be able to make a holy gesture. A creature can receive this healing only once whenever you take this action.
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.
Life Steal
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 heal an extra 1d8 HP to a character of your choice. This can be yourself, a party member, or an NPC. When you reach 14th level, the extra healing increases to 2d8. However, this ability does not work if the creature being attacked is Good-aligned. Attacking the innocent is a direct contradiction of your calling.
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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