Basic Rules

The Life domain focuses on the vibrant positive energy – one of the fundamental forces of the universe – that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrci).

Life Domain Spells

Cleric Level Spells
1st Bless 1st Level (Enchantment)
You bless up to three creatures of your choice within range.
, Cure Wounds 1st Level (Evocation)
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
3rd Lesser Restoration 2nd Level (Abjuration)
You touch a creature and can end either one disease or one condition afflicting it.
, Spiritual Weapon 2nd Level (Evocation)
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
5th Beacon of Hope 3rd Level (Abjuration)
This spell bestows hope and vitality.
, Revivify 3rd Level (Conjuration)
You touch a creature that has died within the last minute.
7th Death Ward 4th Level (Abjuration)
You touch a creature and grant it a measure of protection from death.
, Guardian of Faith 4th Level (Conjuration)
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range.
9th Mass Cure Wounds 5th Level (Conjuration)
A wave of healing energy washes out from a point of your choice within range.
, Raise Dead 5th Level (Necromancy)
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, 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 spell’s level.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

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.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. 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.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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.

Supreme Healing

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.