Life Domain

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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

Level 1: BlessCure Wounds
Level 3: Lesser RestorationSpiritual Weapon
Level 5: Revivify, Mass Healing Word
Level 7: Death WardGuardian of Faith
Level 9: Mass Cure WoundsRaise 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.

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

Level 2

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

  • WisdomCharisma 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

Level 4

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

Level 7

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

 

Life Domain Tips & Builds

  • Note 1
  • Note 2

 

 

Classes and Subclasses
Battle Domain  ♦  Builds  ♦  Champion  ♦  Child of the Rift  ♦  Circle of Balance  ♦  Circle of the Kindred Spirit  ♦  Circle of the Land  ♦  Circle of Winds  ♦  College of Heroism  ♦  College of Hope  ♦  College of Lore  ♦  College of Tradition  ♦  Commander  ♦  Court Mage  ♦  Darkweaver  ♦  Draconic Bloodline  ♦  Elemental (Fire)  ♦  Elemental (Ice)  ♦  Elemental (Lightning)  ♦  Greenmage  ♦  Haunted Soul  ♦  Hoodlum  ♦  Hunter  ♦  Insight Domain  ♦  Law Domain  ♦  Loremaster  ♦  Mana Painter  ♦  Marksman  ♦  Mischief Domain  ♦  Mountaineer  ♦  Oath of Devotion  ♦  Oath of Judgment  ♦  Oath of the Motherland  ♦  Oath of Tirmar  ♦  Oblivion Domain  ♦  Path of Claw  ♦  Path of the Berserker  ♦  Path of the Magebane  ♦  Path of the Stone  ♦  Shadow Tamer  ♦  Shadowcaster  ♦  Shock Arcanist  ♦  Spellblade  ♦  Sun Domain  ♦  Swift Blade  ♦  The Fiend  ♦  The Hive  ♦  The Timekeeper  ♦  The Tree  ♦  Thief  ♦  Way of Freedom  ♦  Way of Light  ♦  Way of Survival  ♦  Way of the Open Hand

 




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    • Anonymous

      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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