Base Class: Cleric
Clerics who do whatever it takes to heal their party. They wish for nothing more than keeping every single member healthy and thriving, whether that is in combat or not. They belong to the same line of faith as Life Domain but differ in the ideologies of the god.
Their tenets are as followed:
1. Do not flee.
2. No man is to be left behind.
3. Revel in the ideology of living to see another day.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Healing Echo
Also starting at 1st level, your healing spells are more replicative. Whenever you use a spell of 1st level or higher to restore hit points to a creature, a different creature of your choice within 30ft will also be healed for half the amount of the initial creature. When using an area of effect healing spell, this can only target those outside the initial range of the spell, but not more than 30ft away from the cleric themself.
Channel Divinity: Chain Healing
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(excluding yourself) within line of sight of you, and spread the power of healing to them all. This feature can restore a creature to no more than half of its hit point maximum and reduces per person the healing jumps to by 1d4 per 2 cleric level. You can’t use this feature on an undead or a construct. Does not stack with the effect of Healing Echo.
This effect reduces in healing by 1d6 at level 5, 1d8 at level 11, and 2d8 level 17.
Healing Reserve
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 single creature other than you, you can choose to save that amount of healing for later to use as a bonus action to heal yourself. You may only have one healing spell in reserve at a time. This cannot heal past three-quarters of maximum hit points. You may use this once per short rest. This effect does not stack with Healing Echo.
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.
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2/2/2024 4:43:49 AM
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