The favorite of healers or those active in the fight against undeath, the Life domain was presided over by a number of diverse powers, from agricultural deities such as Materam to the sun aspect Frey to deities of healing like Bristol. The Life domain, which encompassed both healing and radiant-powered prayers, was fueled by the power of positive energy. As a general rule, non-evil deities preferred this domain to evil ones.
The Life domain provided a number of unique abilities to its practitioners, encompassing both manifestations of positive energy. Among the healing abilities gained by Life domain clerics was the preserve life ability, a form of Channel Divinity that allowed the caster to restore a severely wounded creature up to roughly half of its peak potential. In addition, experienced Life domain clerics obtained the ability to infuse their weapons with radiant energy.
Life Domain Spells
|1st||Bless, Cure Wounds|
|3rd||Lesser Restoration, Spiritual Weapon|
|5th||Beacon of Hope, Revivify|
|7th||Death Ward, Guardian of Faith|
|9th||Mass Cure Wounds, Raise Dead|
At 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, 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 spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, 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.
Beginning at 6th level, 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.
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th 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.