Page 61 - Dungeons and Dragons - Players Handbook
P. 61
As an action, choose one creature that you can see of healing or endurance (such as IlIllatcr, Mishakal,
within 60 feet of you. That creature must make a Apollo, and Diancecht), and gods of home and
Wisdom 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 resl. LIFE DOMAIN SPELLS
If the creature fails its save, you can read its surface Cleric Levei Spells
thoughts (those foremost in its mind, reflecting its b/ess, cure wounds
current emotions and what it is actively thinking 1st
about) when it is within 60 feet of you. This effect lasts 3rd lesserrestoration, spiritual weapon
for I minute. 5th beacon ofhope, revivify
During that time, you can use your action to end this 7th death ward, guardian offaith
effect and cast the suggestion spell on the creature 9th mass cure wounds, roise dead
without expending a spell si01. The target automatically
fails its saving throw against the spell. BONUS PROFICIENCY
When you choose this domain at Ist levei, you gain
POTENT SPELLCASTING proficiency with heavy armor.
Starting at 8th levei, you add your Wisdom modifier to
the damage you deal with any cleric cantrip. DISCIPLE OF LIFE
Also starting at 1st levei, your healing spells are more
VISIONS OF THE PAST effective. Whenever you use a spell of 1st levei or higher
Starting at 17th levei, 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 leveI.
surroundings. Vou spend at least I minute in meditation
and prayer, then receive dreamlike, shadowy glimpses CHANNEL DIVINITY: PRESERVE LIFE
of recent events. Vou can meditate in this way for a Starting at 2nd levei, you can use your Channel Divinity
number of minutes equal to your Wisdom 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 spe11. evoke healing energy that can restorc a number of hit
Once you use this feature, you can't use it again until points equal to five times your cleric leveI. Choose any
you finish a short or long resto creatures within 30 feet of you, and divide those hit
Object Reading. Holding an object as you meditate, points among them. This feature can restore a ereature
you can see visions of the object's previous owner. to no more than half of its hit point maximum. Vou can't
After meditating for I minute, you learn how the owner use this feature on an undead or a construel.
acquired and lost the object, as well as the most recent
significant event involving the object and that owner. BLESSED HEALER
If the object was owned by another creature in the Beginning at 6th levei, the healing spclls you cast on
recent past (within a number of days equal to your others heal you as well. When you cast a spell of 1st
Wisdom score), you can spend I additional minute levei or higher that restores hit points to a creature
for each owner to learn the same information about other than you, you regain hit points equal to 2 + the
that creature. spell's leveI.
Area Reading. As you meditate, you see visions
of recent events in your immediate vicinity (a room, DIVINE STRIKE
street, tunnel, clearing, or the like, up to a 50-foot cube), At 8th levei, you gain the ability to infuse your weapon
going back a number of days equal to your Wisdom strikes with divine energy. Once on each of your turns
score. For each minute you meditate, you learn about when you hit a creature with a weapon attack, you can
one significant event, beginning with the most recenl. cause the attack to deal an extra Id8 radiant damage to
Significant events typically involve powerful emotions, the targel. When you reach 14th levei, the extra damage
such as battles and betrayals, marriages and murders, increases to 2d8.
births and funerais. However, they might also include SUPREM E HEALING
more mundane events that are nevertheless important Starting at 17th levei, when you would normally roll
in your current situation.
one or more dice to restore hit points with a spell, you
LIFE DOMAIN instead use the highest number possible for each die.
For example, instead of restoring 2<16hit points to a
The Life domain focuses on the vibrant positive creature, you restore 12.
energy-one of the fundamental forces of the universe-
that sustains alllife. The gods of life pro mote vitality LIGHT DOMAIN
and health through healing the sick and wounded, Gods of light-including Hehn, Lathander, Pholtus,
caring for those in need, and driving away the forces of Branchala, the Silver Flame, Be1enus, Apollo, and
death and undeath. Almost any non-evil deity can claim Re-Horakhty-promote the ideais af 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. Some af thcse go<lsare portrayed
gods (such as Lathander, Pelor, and Re-Horakhty), gods as the sun itself or as a charioteer who guides the sun
PART 1 , CLASSES
60

