Cleric
Base Class: Cleric

Clerics of this domain not only rely on the divine powers of their deities, but also the resourcefulness of practical medicine. These clerics understand how to use diamonds to restore a soul to one’s body, but also how to utilize electricity to restart a heart. To those who study under the medicinal domain, the power of the gods and the power of ingenuity are equally useful.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the [tool]herbalism kit[/tool], [tool]alchemist tools[/tool], and the medicine skill. Additionally, when you make either of these skill checks you may add your proficiency bonus a second time.

Bonus Cantrip

When you take this domain at 1st level, you learn the prestidigitation cantrip.

 

Battlefield Resuscitation

Starting at 1st level, when you make a Medicine check to stabilize a creature, the creature regains 1 hit point and the creature may choose to expend a hit die and gain a number of hit points equal to the roll plus its Constitution modifier.

You can use this ability a number of times equal to your Wisdom modifier and regain all expended uses at the end of a long rest.

Channel Divinity: Emergency Stabilization

Starting at 2nd level, you can use your Channel Divinity to stabilize downed allies, and deter would-be attackers.

Choose any number of creatures within 30ft of you (you can choose yourself). They each gain the following benefits.

  • The chosen creatures are put under the effect of the sanctuary spell until the end of your next turn, using your spell save DC.
  • Each creature with at least 1 hit point gains temporary hit points equal to 1d8 + your Cleric level.
  • Any creature without any hit points gains hit points equal to 1d8 + twice your Cleric level.

The number of d8's this feature uses increases to 2d8 at 9th level, and 3d8 at 17th level.

Rudimentary Supplies

Beginning at 6th level you know how to utilize not only spells to restore the health of creatures. At the end of a long rest, you may expend any number of spell slots to craft items from the following list provided you have either an Herbalist Kit or set of Alchemist Tools.

Each item crafted costs a number of spell levels you must expend to create which is listed next to the item (For example, you may expend either a 2nd level spell slot, or two first-level spell slots to craft a Truth Serum). These items lose their potency at the end of your next long rest. You gain additional crafting options at level 11, and again at level 17.

Additionally, when you make a Wisdom (Medicine) check to stabilize someone, you can do so as a bonus action, rather than an action.

Level 6 Options

Level 11 Options

Level 17 Options

Empowered 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.

Fast Physician

At 17th level you are able to perform incredible acts of medicine in rapid time. You gain the following benefits:

  • Any spell that heals a single target, does not damage any other creatures, and has a casting time of 1 action, now only requires a bonus action for you.

  • You can give yourself or others a potion as a bonus action.

  • When a creature drinks a potion or consumes an item that restores hit points within 30 feet of you, that you created, the creature gains additional hit points equal to 2d10 + Wisdom modifier.

  • You can cast the Revivify spell once without expending a spell slot and without material components, provided you have your Alchemist’s Tools, Herbalism Kit, or expend 10 charges from a Healer’s Kit. Once you have used this ability you cannot do so again until you finish a long rest, and replace your Herbalism Kit or Alchemist Tools.

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