Life & Death Domain (5e Subclass)
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|You seek to understand the natural cycle of life and death, and manipulate it to your beliefs.By zippo 514|
The domain of life and death taps it's worshipers into fundamental, cosmic forces. Unlike other domains, clerics of life and death are not bound to their god. Rather, clerics draw from forces that give gods their power, bypassing the gods completely. If a typical cleric is a scientist, then a cleric of life and death would be a philosopher; studying abstract, immaterial concepts and applying it to the world around them. The domain focuses not only on manipulating life and death, but of understanding why life and death exist. By following this domain, clerics seek to correct flaws in natural law, either for the good of the realm, or for personal gain.
Clerics of this domain may still take of the cause of a god, though their god will not be the source of their power. If you do not choose a god, your divine focus is of a holy rune of your creation.
|1st||cure wounds, inflict wounds|
|3rd||spiritual weapon, prayer of healing|
|5th||animate dead, vampiric touch|
|7th||guardian of faith, death ward|
|9th||contagion, Raise dead|
- Not Yet Your Time
At 1st level, you gain proficiency with Constitution saving throws. You and all allies within 10 feet of you add your proficiency bonus to death saving throws. This increases to 30 feet at 17th level.
When you choose this domain at 1st level, you gain proficiency with Heavy Armor.
- Channel Divinity
- Your Time Has Come
At 2nd level, you can manipulate divine energy to mark the last days of your enemy. When a creature within 30 feet of you is hit by a weapon attack, you can use your channel divinity as a reaction to deal extra radiant or necrotic damage equal to your Wisdom modifier + twice your cleric level. You may use this power after you hear if the creature survived the attack.
- Token of Life
At 6th level, you can create a token tied to the healing energies of the universe. At the end of a long rest, you can craft a token of life. It appears as a coin bearing the shape of your holy rune. Whoever carries this coin gains temporary hit points equal to your Wisdom modifier (minimum of 1) + twice your cleric level. The hit points do not regenerate, even if the coin is passed to a new bearer.
- 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 or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
- Master of the Cycle
At 17th level, once on each of your turns whenever you deal radiant or necrotic damage, you can restore half that many hit points to yourself or an ally within 30 feet of you. Or deal half that damage to another enemy within 30 feet of you.