Life Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Guidance, Heal |
| 3rd | Lesser Restoration, Spiritual Weapon |
| 5th | Beacon of Hope, Resurrect |
| 7th | Guardian of Faith |
| 9th |
Skill Training
When you choose this domain at 1st level, you gain training in medicine.
1st level
You get your choice of the 1 - Healing Hands v1, 1 - Divine Armor v1 or ___ feats or a Versatile Cleric feat.
Favored Weapon - WIP
Channel Divinity: Healers Mercy
- Type: Flexible
- Target: Allies within 30 feet
At 2nd level, your doctrine allows allies to call on your deity for aid.
Fundamental: Increase your maximum Hit Dice by your spellcasting ability modifier. Allies within 30 feet who are Bloodied may use Healing Surge by expending your Hit Dice instead of their own. This healing counts as Vitality Dice. If the healing gained would remove the Bloodied condition, then the excess healing is wasted. Using Healing Surge in this way does not cause the ally to become immune to Healing Surge. Instead, the ally becomes immune to Healer’s Mercy for 1 hour.
Blessed Healer
- Type: Rudimentary Feat
Beginning at 4th level, the healing spells you cast on others heal you as well. When you cast a spell with the Vitality component on a creature other than you, you regain hit points equal to your spellcasting ability + half your cleric level rounded down.
Mark of Protection
- Type: Rudimentary Feat
At 6th level, Flavor Text. When you restore Hit Points using a levelled spell or Cleric Class Feat to a creature other than you, you place a Divine Mark upon that creature that lasts until the start of your next turn. While they have this mark, all saving throws the creature makes gain Favored
Healers Courage
- Type: Rudimentary Feat
At 9th level, allies become more resilient by your Healers Mercy and gain the courage to overcome their fears. In addition to the healing received by Healers Mercy, allies also gain Temporary Hit Points equal to the rolled Healing Surge value. While they have these Temporary Hit Points, they are immune to the Frightened condition.
Subclass Core Fantasy
redirection of healing power into new ways
What unique aspect does this subclass emphasize?
Utility: Healing and providing buffs to your healing and additional uses for them.
Damage: Becomes a weaker paladin with the ability to smite with less damage and enable others to deal more damage.
Self Sustain: Become a pseudo tank for your team, not by damage reduction or increased AC but by raw healing