Base Class: Cleric
The healing waters domain is dedicated to the preservation of life, and defying death. Anything to keep the blood flowing.
Healing Waters Domain Spells are as follows:
| Healing Waters Domain Spells | |
|---|---|
| Cleric Level | Spells |
| 1st | Absorb Elements, Cure Wounds |
| 3rd | Lesser Restoration, Warding Bond |
| 5th | Tidal Wave, Mass Healing Word |
| 7th | Control Water, Watery Sphere |
| 9th | Mass Cure Wounds, Raise Dead |
Bonus Proficiency and Cantrip
When you choose this domain at 1st level, you gain proficiency with heavy armor and gain the Shape Water cantrip.
Disciple of Healing
Also starting at 1st level, your Cure Wounds and Mass Cure Wounds spells are more effective to creatures that aren't dying. Whenever you cast a Cure Wounds or Mass Cure Wounds spell, the creature(s) regain(s) additional 2d8 HP as long as the creature(s) had at least 1 HP.
Channel Divinity: Healing Vapors
Starting at 2nd level, you can use your Channel Divinity to heal your allies.
As an action, you present your holy symbol, and a sphere of healing vapors surrounds you. The sphere is centered on you, has a 30-foot radius, and is filled with misty vapors. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Prone creatures inside the sphere have half cover. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- Restore Hit points equal to 1d4 plus your cleric level.
- The creature may re-roll the save to end one condition effecting it.
Resilient Healer
Beginning at 6th level, the healing spells you cast temporarily increase the resilience of the target. When you cast a spell of 1st level or higher that restores hit points to a creature, that creature gains resistance to the damage type of your choice until the end of your next turn.
Damage types are: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the damage your healing has previously absorbed. 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.
Augmented Healing
Starting at 17th level, whenever you cast a spell that restores hit points to a creature, the effects of that spell are treated as if it were cast with a spell slot 2 levels higher than the spell slot that you expended.
Comments