Life Domain |
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Subclass Features |
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♦ Level 1Bonus ProficiencyProficient with Heavy Armor. Disciple of LifeWhen casting a healing spell, the target regains addition HP equal to (2 x spell level). Life Domain SpellsLevel 1: Bless, Cure Wounds ♦ Level 2Channel Divinity: Preserve LifeRestore Hit Points (5 x Cleric level) to one or more allies within 6 cells, up to half their hit point maximum. ♦ Level 6Blessed HealerWhen you cast a spell of 1st level or higher that restores hit points to a creature other than yourself, you regain hit points equal to (2 x spell level) ♦ Level 8Divine Strike+1d8 radiant damage on weapon attacks, once per turn. ♦ Level 10Divine InterventionYou attempt to request the help of your deity, with a success chance of 1% per cleric level. |
Life Domain is a Subclass in Solasta: Crown of the Magister. Life Domain is a subclass of the Cleric Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.
The Life domain focuses on the vibrant positive energy - one of the fundamental forces of the universe - that sustains all life, and grants unrivaled healing abilities.
Life Domain Information
Life Domain Subclass Features
Level 1
- Bonus Proficiency: Proficient with Heavy Armor.
- Disciple of Life: When casting a healing spell, the target regains addition HP equal to (2 x spell level).
- Life Domain Spells: In your list and always prepared.
- Level 1: Bless, Cure Wounds
- Level 3: Lesser Restoration, Spiritual Weapon
- Level 5: Revivify, Mass Healing Word
- Level 7: Death Ward, Guardian of Faith
- Level 9: Mass Cure Wounds, Raise Dead
Level 2
- Channel Divinity: Preserve Life: Restore Hit Points (5 x Cleric level) to one or more allies within 6 cells, up to half their hit point maximum.
Level 6
- Blessed Healer: When you cast a spell of 1st level or higher that restores hit points to a creature other than yourself, you regain hit points equal to (2 x spell level)
Level 8
- Divine Strike: +1d8 radiant damage on weapon attacks, once per turn.
Level 10
- Divine Intervention: You attempt to request the help of your deity, with a success chance of 1% per cleric level.
Cleric Initial Features
- Wisdom, Charisma Saving Throw Proficiencies.
- Cleric Armor Proficiencies: Light Armor, Medium Armor, Shield.
- Cleric Skills: Choose 2 of these skills: History, Insight, Medicine, Persuasion Religion.
- Cleric Spellcasting: Can cast spells from the Cleric Spells list.
- Ritual Casting: You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Divine Domains: Choose one of the divine domains granted by your deity.
- Scroll Scribing: You have been trained to scribe magic scrolls.
Higher Level Features
Level 2
- Channel Divinity: Can use the Channel Divinity actions once between rests.
- Channel Divinity: Turn Undead: Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw.
Level 3
- Additional Spell Slot
- Unlocks Domain Spells: Hold Person, Branding Smite
Level 4
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 5
- Turn Undead (Destroy): Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom Saving Throw. Undead creatures with a challenge rating of 0.5 or lower that fail the saving throw are instead destroyed.
Level 6
- Channel Divinity (Increased): +1 Channel Divinity use between rests.
Level 7
- Additional Spell Slot
- Unlocks Domain Spells: Banishment, Guardian of Faith
Level 8
- Additional Spell Slot
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
- Turn Undead (Destroy): Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom Saving Throw. Undead creatures with a challenge rating of 0.5 or lower that fail the saving throw are instead destroyed.
Level 9
- Additional Spell Slot
- +4 Proficiency Bonus, +9 Sepll Attack
- Unlocks Domain Spells: Hold Monster, Dispel Evil & Good
Level 10
- Additional Spell Slot
- Divine Intervention: You attempt to request the help of your deity, with a success chance of 1% per cleric level.
Cleric Starting Equipment
- Mace or Warhammer
- Scale Mail or Leather Armor
- Light Crossbow & 20x Crossbow Bolt or Club
- Priest's Pack or Explorer's Pack
- Shield
- Holy Symbol (Amulet)
Life Domain Tips & Builds
- Note 1
- Note 2
I like the life domain because if your healing is more efficient then you can spend more spell slots doing things that are not healing. Also their domain spells are some of the best to have prepared anyway, though they don't give you anything unique which is the downside. But Bless is one of my favorite spells in 5E DnD and I think some other players criminally underrate it, though buffing is always more reliable than debuffing since usually debuffing calls for a save but buffing does not. Also if the enemy with the debuff dies the debuff no longer helps, but your allies can keep benefitting from buffs. So Bless > Bane in my book!
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