Base Class: Cleric
The Medical Domain focus's on empowering a traditional clerics holy healing power and gives more versatility to heal at a larger scale, even without the use of magic.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Alchemist’s supplies.
Disciple of Medicine
While resting, you can expend a spell slot to create a potion of healing while at your alchemist supplies. The strength of the healing is dependent on what level spell slot is expended. The total level of healing cannot exceed the level of spell slot expended. Ex, using a first level spell slot can create 1 common Potion of Healing, but expending a second level spell slot can create either a single Potion of Greater Healing or two common Potions of Healing.
You can also imbue a potion with other magical effects aside from healing. During the rest if you choose not to make potions of healing, you can expend a spell slot and a set number of gold to cast a spell from your spell list into a potion for later use. The spell must be of a casting time of 1 action and a range of self. The process takes 1 hour and 15 gold pieces per spell level to complete.
Any spell slots expended in this way are not recovered until the following rest, unless you choose to use this feature again.
Channel Divinity: Adrenaline Rush
Starting at 2nd level, you can use your Channel Divinity to benefit all those around you.
As an action, you present your holy symbol and evoke healing energy that can instantly restore any spent spell slots. Choose any creatures within 30 ft. of you, and those creatures gain two 1st level spell slots. These creatures can cast spells from your spell list using your spell save DC and spell attack modifier. These spell slots only last 1 minute and you can’t use this feature on an undead or a construct.
Performance Enhancement
Starting at 6th level, when a creature consumes any Potion of Healing made from you, that creature also gains the benefits of the bless spell for its full duration. The effects do not stack.
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.
Emergency Revivify
Starting at 17th level, when a friendly creature within a 30ft. radius around you drops to 0 hit points or less, it is not immediately killed or incapacitated. Instead you can spend your reaction to keep it at 1hp. You can do this a number of times equal to your wisdom modifier.
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