Base Class: Cleric
Like a Cleric from the Life Domain, you follow a strong belief that allows you to use divinely sourced magic to revive and keep your friends from Death's clutch, this could be expressed either in your character wanting them to live, or the divine being working through you as if it's not the time to die quite yet. Clerics of this domain normally carry a very positive outlook on Life and can shine bright even in the darkest of times, thankful that they at least get to experience and cherish mortality.
Battle ready Medic
When you choose this domain at 1st level, you gain proficiency with heavy armor and medicine.
Defender of Mortality
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell to restore hit points to a creature, the creature regains additional hit points equal to your spellcasting modifier plus the level of the spell you cast it at, as well as granting it temporary HP equal to your Proficiency Bonus.
Channel Divinity: Judging Hand of Life
Starting at 2nd level, you can use your Channel Divinity to recover your allies from their injuries and pass judgment upon some who caused it.
As an action, you present your holy symbol and evoke healing and destructive energy that can restore a number of hit points equal to five times your cleric level. Choose 4 creatures within 15 feet of you, and they regain those hit points among them. Then choose up to 2 creatures that damaged an ally within the round and divide a quarter of those points as Necrotic damage among them. You can’t use this feature on an undead, a construct, or someone you cannot see.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell that restores hit points to a creature other than you, you regain hit points equal to Wisdom modifier + the spell’s level. If you have no HP to heal back, any extra will convert into temporary HP
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 Necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
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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