Cleric
Base Class: Cleric

A Life domain cleric with better and more fitting in my opinion perks.

Level 3: Disciple of Life

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

Level 3: Life Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Prepared Spells
3 Aid, Bless, Cure Wounds, Lesser Restoration
5 Mass Healing Word, Revivify
7 Aura of Life, Death Ward
9 Greater Restoration, Mass Cure Wounds

Level 3: Invoke Propagation

As a Magic Reaction, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can maximise, double, and store Hit Points of the next amount of your choice recovered. Choose a Recovering creature within (lv*10)feet of yourself (which can include you), and select the highest possible roll on the recovery die, double those Hit Points, and Hit Points that would heal the target beyond max health are instead multiplied by your proficiency modifier and converted into Temporary Hit Points with a duration of turns equal to your proficiency modifier.

Level 6: Apostle of Abundance

When healing targets recover spell slots equal to the square root of targets healed, works only on milepoints of square numbers. 1, 4, 9, 16, 25, 36, 49, 64, 81.

Level 17: Presever of Life

When a creature you can see would die instead it recovers your level d8s in Hit Points. Usable times equal to your proficiency modifier per long rest.

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