Life Clerics are blessed by the God of Healing, channeling divine energy to mend wounds and restore vitality. Known as the best healers, they excel at keeping their allies alive with powerful healing spells and protective auras. Their unwavering devotion ensures that their companions can face any challenge with renewed strength and resilience.
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Players who choose a Life Cleric enjoy the role of a reliable and supportive healer. Easy to play, Life Clerics provide straightforward and effective healing, making them ideal for those who want to ensure their party's survival and success. Their abilities to heal and protect make them indispensable in any adventuring group.
1st Level Feature
When you heal an ally, damage all enemies within 5 feet of them the same amount.
3rd Level Feature
Your healing spells gain an additional (PM) bonus. In addition, when you heal an ally they can roll 1d4 and add it to all attack rolls, skill checks, and saving throws until the start of your next turn.
7th Level Feature
Excess healing turns into temporary hit points. Allies within 60 feet of you with temporary hit points take reduced damage equal to your Spellcasting Modifier from all sources.
9th Level Feature
When you cast a healing spell, you can transfer a condition or negative effect (such as poison, paralysis, or blindness, or exhaustion) from the target to yourself.
12th Level Feature
(Recharge 6) As an action, a wave of healing energy washes over a creature you touch. The target regains half of its maximum hit points rounded up over 5 rounds. If the creature is prone, you can help them stand.
Example, if half of the creature's maximum hit points is 100, they heal for 10 health per round + relevant modifiers at the start of their turn for the next 5 rounds.
14th Level Feature
You can cast a single target healing spell as a reaction, reducing the damage taken by the amount healed. If the heal keeps an ally from dropping to 0 they do not take a level of exhaustion.
17th Level Feature
(Recharge 6) Maximize the healing of all spells you cast until the start of your next turn.
19th Level Feature
Your devotion to your Archdiocese cause grants you extraordinary protection against mortal harm. You have Resistance to all damage, and you are immune to crowd control except exhaustion.