Cleric: Life Domain
Original Source: Player's Handbook
Life Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Cleric Level | Spells |
---|---|
1st | cure wounds, heroism |
3rd | healing spirit, restoration |
5th | mass healing word, revivify |
7th | aura of life, death ward |
9th | circle of power, mass cure wounds |
Life Initiate
1st-level Life Domain feature
At 1st level, you gain proficiency in one skill of your choice: Insight, Medicine, Religion. Additionally, choose one of the following:
Arms of Life
Prerequisite: Sacred Archer or Spirit Soldier
You gain proficiency with heavy armor.
Acolyte of Life
You learn one of the following cantrips: blade ward, light, guidance, resistance, spare the dying. This cantrip doesn't count against the number of cleric cantrips you know.
Disciple of Life
1st-level Life Domain feature
As in the Player's Handbook
Triage
1st-level Life Domain feature
Also at 1st level, you are adept at identifying illnesses and being where you need to be when you need to be there. Before your turn begins, you can choose to delay your turn anywhere later in the initiative order. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Additionally, over the course of 1 minute, you can run quick tests on a willing living creature and make a DC 10 Wisdom (Medicine) check. On a success, you learn one of the following facts, plus an additional fact for every increment of 5 you exceeded the DC by.
- Current and Maximum Hit Points.
- The creature's type and heritage.
- Any curses or spells currently affecting the creature.
- Any conditions or reduction to maximum hit points or attributes currently affecting the creature.
- How to end a single condition, curse, spell, or other effect you know is affecting the creature.
After you have used this ability on a creature, you cannot do so again until 24 hours have passed.
Channel Divinity: Preserve Life
2nd-level Life Domain feature
As in the Player's Handbook
Blessed Healer
6th-level Life Domain feature
As in the Player's Handbook
Blessed Strike
7th-level Life Domain feature
When you reach 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
15th-level Life Domain feature
As in the Player's Handbook
Channel Life
21st-level Life Domain feature
The radius of your Channel Divinity: Preserve Life increases to 60 feet and can restore a creature back to its hit point maximum.
Armor of Life
28th-level Life Domain feature
When you receive magical healing in excess of your maximum hit points, you gain the same amount of temporary hit points, up to a maximum of half your cleric level. These temporary hit points are kept separate from other sources of temporary hit points you gain, and can stack with themselves and others.