Life Domain 5e
The Life Domain 5e Concentrates on the favorable vibrant energy–among the World’s Basic forces –sustains all life.
The gods of lifestyle encourage energy and health through Healing the sick and hurt, caring for people in need, and driving the forces of death and undeath. Almost any non-evil deity can influence this domain, especially agricultural deities, sun gods, gods of Healing or endurance, and community and home gods.
- Table: Life Domain Spells
- 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, Boost Dead
Bonus Proficiency in Life Domain 5e
When you Opt for this domain name at the 1st level, you gain proficiency using Heavy Armor. Whenever you use a charm of 1st degree or more generous to Restore Reach Points to a creature, the creature regains additional Hit Points equivalent to 2 + the spell’s level.
Channel Divinity: Preserve Life Domain 5e
Beginning at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an activity, you present your holy symbol and evoke healing energy that may restore a variety of Hit Points equivalent to five times your Cleric level. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature in an Undead or a Build. Suppose you Cast a Spell of 1st Level or more significant than restores Hit Points to a monster other than you. In that case, you recover Hit Points equivalent to 2 + the spell’s level.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once you strike a monster with a weapon attack on all your turns, you can cause the attack to deal an additional 1d8 luminous damage to the target. When you get to the 14th degree, the extra damage increases to 2d8.
Supreme Healing in Life Domain 5e
At 17th level, you would usually roll one or more dice to Restore Hit Points using a spell. You instead use the maximum number possible for each die. By way of example, rather than restoring 2d6 Strike Points to a creature, you reestablish 12.
Life Domain 5e details
Name, Recovery Word and Roll20
Cleric — Life Domain — Disciple of Life
Also, starting at the 1st level, your Healing Spells are more successful. At any time you use a spell of 1st degree or higher to restore Hit Points to a creature, the creature regains additional Hit Points equivalent to 2 + the spell’s level.
Example roll in Life domain 5e
- Base roll: 1d4 + 3 = (3) +3 = 6
- Greater Level Version: 1d4 = two
- Total: 8
- But the extra which Roll20 did NOT add was:
- 2 + spell level = 4 (‘cos 2nd level spell)
- Meaning the actual amount was:
- TOTAL: 6 + 2 + 4 = 12
- So, if the Cleric cast the spell from a Level 3 spell slot it could be (with the same rolls):
- Base roll: 6
- Greater Level Cast: 2d4 = 4 (assuming you again rolled a 2 on each d4)
- Life Domain bonus: 2 + 3 = 5
- TOTAL: 6 + 4 +5 = 15
How to play Life Domain 5e?
When playing as a degree 1 Life domain Cleric in D&D 5th Edition, do I choose two 1st Level spells apart from the blessing and heal wounds, or is it just those two?
You could be thinking of the from an MMORPG perspective, where you receive a couple of abilities/spells and can cast those as long as you have mana.
D&D is different because you have two types of spells, Cantrips, and Level charms. It is a turn-based system, instead of a real-time strategy (where everybody/thing is doing things concurrently ).
Cantrips can throw every turn, and don’t use any resources (except the turn). They also are generally lower than flat spells. And there are no healing cantrips (significant from a Life cleric standpoint ).
Flat Spells in Life Domain 5e
With flat spells, except for a few exceptional skills (you will understand what those are if you have access to them since their descriptions are apparent ). You’ve got two aspects you want to keep track of spells you prepare (or understand, for some other classes) and explain slots.
As the others have stated, spells you prepare are (for clerics) your domain name spells. Plus, some from the course list, equal to your cleric level along with your wisdom modifier (essentially your intellect, minus ten, divided by two and rounded down, so a 14 wisdom has a +2 modifier).
You do not lose spells you have ready when you throw them, they stay prepared, and you can (should you have accessible spell slots) cast the same one several times. So, as a Life cleric, you don’t have to prepare Cure Wounds two times, for example.
Level 1: Life domain 5e
At 1st level, you’ve got two 1st level spell slots, meaning you can throw two spells every day (your spell slots are restored/regenerate after an 8-hour extended rest). You might even prepare another set of spells from the cleric list following a long rest (except you domain spells, you continuously have these prepared).
When you cast a spell, if it works or not, you consume that spell slot to the day. That could come as a shock to people used to an MMORPG system. However, all other spell casters have similar limitations, as do many class special skills, so things are balanced.
You’re also limited to one level spell per turn (either a casting time of 1 action or a bonus action, you can not do both, unless one of them is a cantrip). The one exception to this is your Fighter Action Surge ability. It provides you an extra action on your turn, which means you can simultaneously throw two action spells.
There is no need on which level spells become ready to prepare all first level spells. Or mostly high degree ones (assuming you’re tall enough level to be able to throw them, which depends on your spell slot table.
How to throw in Life domain 5e
It would be best to have a minimum spell slot level equivalent to the spell’s level to throw it. You cannot use a 1st level slot to cast a 2nd level spell. You can, however, throw a 1st level spell employing a more generous level slot. Many spells get added advantage to do so (like Heal Wounds). Others don’t; you need to read the individual spell explanation to find out.
Hopefully, that should provide you with a comprehension of how D&D spells work for the 1st level and what you will see at higher levels.
Spells explained: Life domain 5e
You consistently have Bless and Cure Wounds prepared and prepare several different spells equal to your level and your Wisdom modifier. In case your Wisdom was 16, you would prepare four additional charms (1 from the degree, three from the Wisdom modifier). That would complete six charms ready.
Where I believe that you might have got confused is over Spell Slots. If you throw a spell (besides cantrips), you expend a Spell Slot. Consider them as packets of energy which power spells. So as a 1st-degree Cleric, you may have six spells available to pick from (ready ), but you can only throw two spells before you have to have a long rest.
Your domains are always prepared and do not count against your maximum number of spells you can prepare. The number of spells you’ll have prepared at once is equal to your wisdom modifier plus your cleric level (min 1). Ex: As a degree 1 cleric with a 16 wisdom score (+3), you can have four charms ready, as well as your domain spells. You could even swap your spell out record after a long rest, together with the fluff text that you sit in meditative prayer while you change them out.
Domain charms in Life domain 5e
Domain charms do not rely on your spell prep limit.
Suppose you’re able only to prepare two spells per day. Because you’re level 1, and your karma rating is 12 or 13. Then it’s possible to select two charms from the generic cleric spell record along with the two out of the own domain.
In D&D 5e, what can you think of a Cleric splash for Bard? What Domain Name would you see working best?
First, a listing of the pros and cons to find out whether the idea is worthwhile.
The cons are restrictive:
A Bard is already versatile, though, so you are not gaining much by multiclassing.
Then you certainly have the capacity demands: Wisdom 13+ AND Charisma 13+. As a Bard, you’re generally better suited to choosing Charisma and Dexterity as the very best stats (or Strength, or Constitution).
Having a 13 in Wisdom means you’re going to suffer in a few other significant locations. It is not a deal-breaker, but it is not usually the best choice if you’re attempting to be more” successful” as a character.
Then there’s the spellcasting capability –Bards utilize Charisma, Clerics use Wisdom. Not great for synergy.
And the last drawback is a big one: Clerics rely on intelligence for their cantrips. A reduce Wisdom modifier means fewer cantrips.
(These drawbacks will primarily go away if you somehow possess extraordinary Wisdom and Charisma.
Now for the experts: the Cleric course is suitable for multiclassing generally since the 1st class level packs a punch. You get a great deal of bang initially degree, particularly in comparison with other courses.
It is nice when you get Domain spells. It signifies two charms added into your ready spells list at no cost. You can’t change them, but they’re a nice little incentive, useful in terms of versatility.
The domain will have some 1st-level abilities, like the Trickery domain’s Blessing of the Trickster.
(There is a lot packed into the Cleric’s very first level. But pros versus cons, what about giving up a degree of progress in the Bard course? )
Let’s assume we’re multiclassing from Bard into 1 level of Cleric, and we wish to create the very best of it. If I wanted to figure out what one domain functioned best with Bards, I would first like to figure out what I am attempting to do with multiclassing. In my opinion, the Bard is best in the service role in combat and shines in the face part in social interactions.
The first alternative is the Order Domain Name.
This dash screams Bard all the way, and I’d consider taking this dip amount for thematic reasons alone! This domain name goes well with virtually any Bard College, especially if you’re a Strength-based bard. Your domain spells are Control and Heroism (letting you control enemies or embolden allies).
The Voice of Authority makes you an excellent supporting spellcaster. You can cast a spell to heal your pals. And then allow them to use their reaction to make an attack. Plus that, you’ll get a kicker of proficiency from heavy armor (useful if your Dexterity is not all that impressive). It is along with your choice of command in either the Persuasion or Intimidation skill.
(both excellent gifts for a bard to have).
The second option is Life Domain 5e Name.
The life cleric is the bread and butter of this atmosphere and a decent choice for a Valor bard. Extra healing power is outstanding, seeing as the Bard is a capable healer already. If you need heavy armor, you have obtained the proficiency covered. Your domain charms (Heal Wounds and Bless) make you a much more able support caster.
You can have Cure Wounds mechanically prepared along with Healing Word. It gives you some flexibility when you wonder whether to use your bonus action to heal or distribute Bardic Inspiration. Now you can do both! Nothing else to see here; this is an excellent first level dip for the service caster, but IMO nothing to write home about.
The third option is the Trickery Domain Name.
Blessing of the Trickster is a beautiful support attribute and a suitable thematic choice for a Whispers bard. Seeing as frequently Bards will be decent in Stealth themselves, they could give a little boost to their party when making group stealth checks. Additionally, the domain spells Charm Person and Disguise Self is classic Bard spells. Even though they don’t add anything to your record, they are nice to have automatically prepared spells. So that you have greater freedom of choice when choosing Bard spells at level-up.
Honorable Mentions: Nature, Knowledge, Arcana, and Forge.
Character and Arcana offer you bonus cantrips and bonus abilities. It can help any bard, especially those of the Lore of Glamour Colleges.
Forge provides a Sword or Valor bard, a magic weapon, or armor. Not too shabby at first to mid amounts.
Knowledge makes a Lore bard into a boss in a couple of different knowledge-type abilities. And it gives him a couple more languages to talk, making him a much more well-rounded Face personality.
I am staying far from domains that use bonus actions for a class attribute. The Bard has lots of bonus actions to utilize already (healing word, Bardic Inspiration, etc.). So War is out. I am also staying away from course characteristics that use the Wisdom modifier. Since I’m assuming that we are only concerned with using the minimum karma rating of 13. It means that you’ll be running around having a measly +1 modifier. So Tempest, Grave, and Light are outside (and War is outside again! ) ).
— Dan ‘Frostbeard’ Simon (@march1studios) March 7, 2019