Life Domain

The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. 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 deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain. 

Life Domain Spells

At 3rd level, you gain the following spells. They do not count against your spells prepared, and count as Cleric spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.

1st Level: Bless, Cure Wounds

2nd Level: Aid, Lesser Restoration

3rd Level: Mass Healing Word, Revivify

4th Level: Aura of Life, Death Ward

5th Level: Greater Restoration, Mass Cure Wounds

Disciple of Life

At 3rd level, when you cast a spell that restores Hit Points to a creature, that creature regains additional Hit Points equal to 2 plus the spell slot's level.

Preserve Life

At 3rd level, you gain another way to use your Channel Divinity feature. As an action, you can present your holy symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose any number of creatures within 30 feet of you (including yourself), and divide the total number of Hit Points among them.

Blessed Healer

At 6th level, when you cast a spell that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 + the spell slot's level. 

Supreme Healing

At 17th level, whenever you would normally roll dice to restore Hit Points with a spell or your Channel Divinity, you don't roll those dice anymore. Instead, you use the highest possible number on each die.