Life Domain
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.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
You gain the following spells at the listed cleric levels as domain spells.
You gain proficiency with heavy armor.
Your healing spells are more effective. Whenever you use a divine 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.
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.
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.
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.
Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
Domain Spells
1st-Level Cleric (Life Domain) FeatureYou gain the following spells at the listed cleric levels as domain spells.
| Cleric Level | Domain Spells |
|---|---|
| 1st | Cure Wounds |
| 3rd | Lesser Restoration |
| 5th | Revivify |
| 7th | Aura of Life |
| 9th | Mass Cure Wounds |
| 11th | Heal |
| 13th | Regenerate |
| 15th | Holy Aura |
| 17th | Mass Heal |
Bonus Proficiency
1st-Level Cleric (Life Domain) FeatureYou gain proficiency with heavy armor.
Disciple of Life
1st-Level Cleric (Life Domain) FeatureYour healing spells are more effective. Whenever you use a divine 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
2nd-Level Cleric (Life Domain) FeatureYou 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
6th-Level Cleric (Life Domain) FeatureThe 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.
Supreme Healing
17th-Level Cleric (Life Domain) FeatureWhen 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.
