Domain: Life
Healing | Light
Domain of Life |
The Life domain focuses on the vibrance of positive energy, or the Light of life in some circles. Deities, patrons, and entities 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 necrosis.
Subclass Features |
(1st) Domain Initiate: Life |
Special: You gain this feature at class level 1 or 2, if the class that gave you this Domain is your 1st class. If not, You do not gain this feature, unless granted by another feature from a class or feat.
You gain the Knowledge: Medicine Primary Skill (or another of your choice if you already have it), and the Treat Wounds skill talent (or another talent if you have that already. You must qualify for the other talent to gain it).
(1st) Domain Virtues: Spells |
If the class that grants you this domain is a Caster class, you add the Divine Spell list or the Primal Spell List to your classes' available spell lists.
For all classes, you learn the following spells, and they are added to your classes' unique spell list(s), gaining them at corresponding Class levels (not Caster levels). If you Prepare spells, these are always prepared to you. They do not count toward your max spells prepared/known, cannot be removed from your Library or Repertoire, and they are considered class spells for the caster class which grants this Domain, using their casting attribute (Cleric is WIsdom or Charisma, Witch is Intelligence, Warlock can be Str, Dex, Int, or Cha; etc).
Class Level Spells Learned/Always Prepared 1st Cure Wounds, Renew Life 3rd Restoration, Lesser, WIP 5th Beacon of Hope, Raise Dead 7th Death Ward, WIP 9th Restoration, Resurrection, Minor 11th Power Word, Heal 13th Regenerate 15th Restoration, Greater 17th Power Word, Live
(2nd) Domain Attunement: Life |
Anything you do with the Healing trait is more effective.
Whenever you restore more than 5 hit points to a creature using something with the Healing Trait, the creature regains additional hit points equal to 2 + Proficiency Bonus.
(3rd) Domain Ability: Life |
You gain the Domain Ability of Life, the Preserve Life unique ability.You evoke healing energy that can restore a number of hit points equal to ten times the number of resource points or spell slots you spend to use this ability. Then, choose any number of creatures within 30 feet of you, and divide those hit points among them as you see fit. This healing automatically triggers Domain Attunement: Life, if you have it, to each creature you choose (the extra healing is not part of this ability.
You can't use this healing on creatures with the Construct or Undead traits.
(6th) Linked Healing |
Beginning at 6th class level, when you heal others you heal yourself as well. When you restore hit points to another creature, you regain hit points equal to 3 + half-proficiency.
If you and/or they are at full health when they receive healing, the excess is transferred to someone else within 30 ft of your target. This feature cannot trigger from itself.
(9th) Rebuke of Life |
Your touch becomes empowered by pure positive energy. Once per round, as a ◇ you may touch your weapon or casting focus, making it glow (this includes natural weapons, or simply your hands). It emits bright light in a 15 ft radius, and dim light for 30 ft after that. The glow remains until you use this feature again, dismiss it, or expend it.
You expend this glow by touching an allied creature or object, or attacking an enemy. If touching an ally, they regain health. If attacking an enemy, are struck with additional radiant damage. This healing or damage is equal to 2d6 times your proficiency bonus (or 10d6 when you first pick up this feature).
Against enemy Undead creatures, this deals are dealt double damage.
Once you use this feature, you cannot do so again until you finish a Long Rest.
(12th) Purify |
You feel the taint of the Shadow on the target and can remove it with greater ease than others.
When you use any ability with the Healing Trait on a creature, you can make an Insight, Knowledge Medicine, or Perception check (or appropriate Lore check) as a ◇, vs a DC of 20.
If you succeed, you may remove one condition from them of your choice that isn't Dying or Dead (conditions that stack are considered 1 condition). If you critically succeed, you may remove a number equal to half-proficiency.
(15th) Beacon of Healing |
Starting at 15th 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.
(18th) Gift of Life |
At 18th level, once per week you can touch a creature that died within the past 24 hours and grant them a few moments of life. The dead creature returns to life a number of rounds equal to your character level, and regains hit points equal to the same #. Any active effects or conditions still on the creature continue from the moment they died. At the end of this time, the creatures dies again. doing so peacefully and painlessly.
You can also use this feature as a Ritual. Using this feature in this way does not consume the per/week use of this feature, though it cannot be used until you finish a long rest. Using Gift of Life this way revives the creature, as if you had used Resurrection, Major on them.
(!!th) Subclass Capstone: Miracle Spell |
At 20th level, you gain a single, special 10th-level spell slot, even if you are a not a spellcaster. You can't use this spell slot for features that let you cast spells without expending spell slots or that give you more spell slots. You recover this spell slot after 3 days of not having the Exhaustion condition.
You also learn or can prepare one additional spell, but this bonus spell must be of 10th rank and on a spell list you have access to. It can be retrained, swapped, or prepared with another 10th rank spell you have access to.
Finally, you learn True Resurrection, allowing you to defy even the most bleak of deaths.
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Life Domain Mastery Talents
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4th | |
7th | |
10th | |
13th | |
16th | |
19th |