{Lore}
Life Domain is a [[Cleric]] subclass.
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# Subclass Features
*As a Path of the Life Domain Cleric you gain the following features as you gain levels in Cleric.*
<br>
## Domain Spells
*1st-level Life Domain feature.*
As you level up and your connection to your domain deepens, you gain additional spells that are always prepared and do not count against the number of spells you have prepared.
| Cleric Level | Spells |
|:------------:| -------------------------------------------- |
| 1st | [[Bless]], [[Cure Wounds]] |
| 3rd | [[Lesser Restoration]], [[Spiritual Weapon]] |
| 5th | [[Beacon of Hope]], [[Revivify]] |
| 7th | [[Death Ward]], [[Guardian of Faith]] |
| 9th | [[Mass Cure Wounds]], [[Raise Dead]] |
<br>
## Bonus Proficiency
*1st-level Life Domain feature.*
You gain proficiency with heavy armor.
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## Disciple of Life
*1st-level Life Domain feature.*
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.
<br>
## Channel Divinity: Preserve Life
*2nd-level Life Domain feature.*
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.
<br>
## Blessed Healer
*6th-level Life Domain feature.*
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.
<br>
## Supreme Healing
*17th-level Life Domain feature*
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.