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As an action, choose one creature that you can see of healing or endurance (such as Ilmater, Mishakal,
within 60 feet of you. That creature must make a Apollo, and Diancecht), and gods of hom e and
W isdom saving throw. If the creature succeeds on the community (such as Hestia, Hathor, and Boldrei).
saving throw, you can’t use this feature on it again until
you finish a long rest. L i f e D o m a i n S p e l l s
If the creature fails its save, you can read its surface
Cleric Level Spells
thoughts (those forem ost in its mind, reflecting its
1st bless, cure wounds
current em otions and what it is actively thinking
3rd lesser restoration, spiritual weapon
about) when it is within 60 feet of you. This effect lasts
5th beacon o f hope, revivify
for 1 minute.
7th death ward, guardian o f faith
During that time, you can use your action to end this
effect and cast the suggestion spell on the creature 9th m ass cure wounds, raise dead
without expending a spell slot. The target automatically
fails its saving throw against the spell. B o n u s P r o f i c i e n c y
W hen you choose this dom ain at 1st level, you gain
P o t e n t S p e l l c a s t i n g proficiency with heavy armor.
Starting at 8th level, you add your W isdom modifier to
the damage you deal with any cleric cantrip. D i s c i p l e o f L if e
A lso starting at 1st level, your healing spells are more
V i s i o n s o f t h e Pa s t effective. W henever you use a spell o f 1st level or higher
Starting at 17th level, you can call up visions of the to restore hit points to a creature, the creature regains
past that relate to an object you hold or your immediate additional hit points equal to 2 + the spell’s level.
surroundings. You spend at least 1 minute in meditation
and prayer, then receive dreamlike, shadowy glimpses C h a n n e l D i v i n i t y : P r e s e r v e L if e
of recent events. You can meditate in this way for a Starting at 2nd level, you can use your Channel Divinity
number of minutes equal to your W isdom score and to heal the badly injured.
must maintain concentration during that time, as if you As an action, you present your holy symbol and
were casting a spell. evoke healing energy that can restore a number of hit
Once you use this feature, you can’t use it again until points equal to five times your cleric level. Choose any
you finish a short or long rest. creatures within 30 feet of you, and divide those hit
Object Reading. Holding an object as you meditate, points am ong them. This feature can restore a creature
you can see visions of the object’s previous owner. to no m ore than half of its hit point maximum. You can’t
After meditating for 1 minute, you learn how the owner use this feature on an undead or a construct.
acquired and lost the object, as well as the most recent
significant event involving the object and that owner. B l e s s e d H e a l e r
If the object w as owned by another creature in the Beginning at 6th level, the healing spells you cast on
recent past (within a number of days equal to your others heal you as well. W hen you cast a spell of 1st
W isdom score), you can spend 1 additional minute level or higher that restores hit points to a creature
for each owner to learn the sam e information about other than you, you regain hit points equal to 2 + the
that creature. spell’s level.
Area Reading. As you meditate, you see visions
D i v i n e St r i k e
of recent events in your immediate vicinity (a room,
At 8th level, you gain the ability to infuse your w eapon
street, tunnel, clearing, or the like, up to a 50-foot cube),
strikes with divine energy. Once on each o f your turns
going back a number of days equal to your W isdom
when you hit a creature with a weapon attack, you can
score. For each minute you meditate, you learn about
cause the attack to deal an extra 1d8 radiant damage to
one significant event, beginning with the most recent.
the target. W hen you reach 14th level, the extra damage
Significant events typically involve powerful emotions,
increases to 2d8.
such as battles and betrayals, marriages and murders,
births and funerals. However, they might also include
S u p r e m e H e a l i n g
more mundane events that are nevertheless important
Starting at 17th level, when you would normally roll
in your current situation.
one or m ore dice to restore hit points with a spell, you
instead use the highest number possible for each die.
L i f e D o m a i n
For example, instead of restoring 2d6 hit points to a
The Life dom ain focuses on the vibrant positive creature, you restore 12.
energy—one o f the fundamental forces of the universe—
that sustains all life. The gods o f life promote vitality L i g h t D o m a i n
and health through healing the sick and wounded,
G ods o f light—including Helm, Lathander, Pholtus,
caring for those in need, and driving away the forces of
Branchala, the Silver Flame, Belenus, Apollo, and
death and undeath. Alm ost any non-evil deity can claim
Re-Horakhty—promote the ideals of rebirth and
influence over this domain, particularly agricultural
renewal, truth, vigilance, and beauty, often using the
deities (such as Chauntea, Arawai, and Demeter), sun
symbol of the sun. S om e of these gods are portrayed
gods (such as Lathander, Pelor, and Re-Horakhty), gods
as the sun itself or as a charioteer who guides the sun

