Cleric
Base Class: Cleric

The ideal domain for plague doctors Contagion Domain Clerics are the best around at identifying and curing illnesses and diseases.

Medical Expertise

Double your proficiency when using the medical skill

Acolyte of Ailment

Also staring at 1st Level, when you use your Medicine skill to restore a diseased character from 0 HP, your skill is more effective. You restore a diseased character to 2 HP.

Channel Divinity: Diminish Disease

Staring at 2nd Level, as a reaction you can present your holy symbol and evoke resistance to necrotic damage. Choose any creature within 30 feet of you. Your Wisdom modifier determines the number of times you can use this feature per long rest (with a minimum of once.) You may use this feature no more than once in a single turn. You also roll with advantage when you use your Medicine skill.

Improved Treatment

Beginning at 6th level, the healing spells you cast provide temporary hit points. When you cast a spell of 1st level or higher that restores hit points to a creature, you also provide 1d4 temporary hit points per spell level to that creature as well. This pool of temporary hit points lasts until you rest. Temporary hit points absorb energy, not melee or ranged weapon damage. 

 

Divine Therapy

At 8th level, you gain the ability to absorb necrotic damage. Whenever a necromancy spell is cast at a creature, you can redirect the spell toward you. If you fail the spell save you take half damage. If you succeed, you take no damage. You may use this feature once per long rest.

Marvelous Remedy

Staring at 17th level, you can use your reaction to either absorb necrotic damage or instant kill damage to a creature within 30 feet. Your Wisdom modifier determines the number of creatures you can target (with a minimum of one). When you absorb necrotic damage, your vast knowledge of disease processes informs you on how to unravel dark energy, leaving only positive energy behind, converting 2d4 necrotic damage/spell level into 2d4 healing light. Or, you can use this feature to interrupt the damage that would result in an instant kill to a single creature. You reverse the energy matrix, healing the creature for half the damage. You may use this feature once per long rest.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

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.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

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.

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.

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.

Previous Versions

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10/5/2022 2:40:12 AM
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