Life Cleric
Life Clerics embody the restorative essence of divine light, mending wounds, lifting curses, and shielding the living from death’s grip. Their radiance doesn’t just heal — it protects, purifies, and restores hope when all seems lost.
Guided by compassion and resolve, Life Clerics wield celestial magic to bring allies back from the brink, cleanse the mind of fear, and empower others to keep fighting. In their presence, pain fades, ailments vanish, and even death can be defied.
Life Cleric Features By Level
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Healing Light
1st Level Feature
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your cleric level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Blessed Healer
3rd Level Feature
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the level you cast the spell.
Renewed Vigor
6th Level Feature
As an action, you raise your holy symbol, and a radiant sphere of life-giving energy blossoms around you. This sphere is centered on you, has a 30-foot radius, and glows with a warm, comforting light.
The sphere moves with you and persists for 1 minute, or until you are incapacitated or die. It radiates a soothing aura, filling the space with divine warmth. Whenever a creature (including you) ends its turn within the sphere, you can grant that creature one of the following blessings:
The sphere moves with you and persists for 1 minute, or until you are incapacitated or die. It radiates a soothing aura, filling the space with divine warmth. Whenever a creature (including you) ends its turn within the sphere, you can grant that creature one of the following blessings:
- The creature gains temporary hit points equal to 1d6 plus your cleric level.
- You end one effect causing the creature to be charmed or frightened.
Rebirth
10th Level Feature
Once per long rest, when you cast Revivify on an ally, it does not use a spell slot, and you may also cleanse them of one of the following conditions: poisoned, paralyzed, or blinded.
Supreme Healing
14th Level Feature
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.
Wellspring of Vitality
19th Level Feature
Your connection to divine life energy is unbreakable. While you are conscious, allied creatures within 30 feet of you gain the following benefits:
- Enhanced Healing: When a creature regains hit points from one of your spells or class features, it gains an inspiration die.
- Stabilizing Aura: Unconscious allied creatures within 30 feet of you that succeed on a saving throw recover 1 hit point.
- Purity of Spirit: When an allied creature within range takes the dodge action, they are healed for 1d6 + your Charisma modifier.