> [!columns|3 no-t] > >[!abstract|no-i title-center] **[[Classes]], [[Cleric]]** > > > [!example|no-i title-center] **[[Elmanon]]** > > > [!question|no-i title-center] **[[Player Hub]]** > [!warning|no-i title-center] **[[Adventurer's Guild]]** --- *Soothe the Hurts of the World* The *Life Domain* focuses on the positive energy that helps sustain all life in the [[Multiverse]]. [[Cleric|Clerics]] who tap into this domain are masters of healing, using that life force to cure many hurts. 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 [[Gods|deities]], [[Gods|gods]] of healing or endurance, and [[Gods|gods]] of home and community. Religious orders of healing also seek the magic of this domain. #### Level 3: Disciple of Life When a [[Spells|Spell]] you cast with a [[Spellcasting#Spell Slots|Spell Slot]] restores [[Hit Points]] to a creature, that creature regains additional [[Hit Points]] on the turn you cast the spell. The additional [[Hit Points]] equal 2 plus the [[Spellcasting#Spell Slots|Spell Slot's]] level. #### Level 3: Life Domain Spells Your connection to this divine domain ensures you always have certain spells ready. When you reach a [[Cleric]] level specified in the table below, you thereafter always have the listed spells prepared. | Cleric Level | Prepared Spells | | :----------: | :---------------------------------------------------------: | | 3 | [[Aid]], [[Bless]], [[Cure Wounds]], [[Lesser Restoration]] | | 5 | [[Mass Healing Word]], [[Revivify]] | | 7 | [[Aura of Life]], [[Death Ward]] | | 9 | [[Greater Restoration]], [[Mass Cure Wounds]] | #### Level 3: Preserve Life As a Magic [[Action]], you present your [[Holy Symbol]] and expend a use of your [[Cleric#Level 2 Channel Divinity|Channel Divinity]] to evoke healing energy that can restore a number of [[Hit Points]] equal to five times your [[Cleric]] level. Choose [[Bloodied]] creatures within 30 feet of yourself (which can include you), and divide those [[Hit Points]] among them. This feature can restore a creature to no more than half its [[Hit Points|Hit Point maximum]]. #### Level 6: Blessed Healer The healing spells you can on others heal you as well. Immediately after you cast a spell with a [[Spellcasting#Spell Slots|Spell Slot]] that restores [[Hit Points]] to one or more creatures **other than yourself**, you regain [[Hit Points]] equal to 2 plus the spell slot's level. #### Level 17: Supreme Healing When you would normally roll one or more dice to restore [[Hit Points]] to a creature with a spell or [[Cleric#Level 2 Channel Divinity|Channel Divinity]], don't roll those dice for the healing; instead use the highest number possible for each die. >[!example] >For example, instead of restoring 2d6 [[Hit Points]] to a creature with a [[Spells|Spell]], you restore 12. **Source:** > [!quote] Player's Handbook 2024 p. 73-74