Cleric
Base Class: Cleric

The Grace Domain touches those who are more concerned about taking care of the wounded than being a champion for life. Their remit is to heal hurts and cure ailments and would rather walk a less martial path. This domain appeals more to the worshipers of Hestia and Asclepius, rather than Apollo; Eldath and Ilmater over Torm; and Hathor over Sekhmet. 

Grace Domain Spells

Cleric Level Spells

1st

cure wounds, goodberry

3rd

aid, lesser restoration

5th

beacon of hope, mass healing word

7th

death ward, divination

9th

greater restoration, mass cure wounds

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

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.

Sanctuary

Starting at 8th level, you emanate a feeling of tranquility that you not only seem nonthreatening but creatures subconsciously want to avoid hurting you. You add your Charisma modifier to your Unarmored Defense feature.

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

Name Date Modified Views Adds Version Actions
11/24/2019 5:48:59 AM
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