Cleric
Base Class: Cleric

The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

Life Domain Spells

Cleric Level Spells

1st

cure wounds, goodberry

3rd

healing spirit, lesser restoration

5th

aura of vitality, revivify

7th

aura of life, death ward

9th

mass cure wounds, raise dead

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 your proficiency bonus + the spell’s level.

Channel Divinity: Preserve Life

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

As an action, you present your holy symbol and evoke healing energy to create a pool of of hit points equal to five times your cleric level, which lasts for 1 minute, or until you use this feature again. While you create this pool, and as an action on your turn, you can expend any number of hit points from this pool to restore hit points. Choose any creatures within 30 feet of you, and divide those hit points among them. You can’t use this feature on an undead or a construct.

Whenever you cast a spell that restores hit points of 1st level or higher, the pool regains a number of hit points equal to two times the level of the spell.

Blessed Healer

Beginning at 6th level, the healing spells you cast are overflowing with life-giving energy, healing those in the area. When you cast a spell of 1st level or higher that restores hit points to a creature or creatures, choose any number of other creatures within 15 feet of the target or targets that aren’t regaining hit points from the spell. These creatures regain hit points equal to your proficiency bonus + 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.

Overheal

Starting at 17th level, if you cast a spell of 1st level or higher that restores hit points to a creature already at its hit point maximum, or that restores more hit points than the creature is lacking, the creature’s hit point maximum increases to accommodate the extra hit points restored. This increase to the creature’s hit point maximum from this feature can’t exceed 100 hit points, and lasts until the creature completes a long rest.

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