Cleric: Life (Qi)

A cultivator that draws their power from a wellspring of lifeforce. Whether they call it qi, divine grace, or something altogether different, practitioners can perform true miracles by shaping the energies within. The majority of Navean traditions fall under this archetype.

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, Raise Dead
Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, 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.

Channel Divinity: Preserve Life

Starting at 2nd level, 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.

Blessed Healer

Beginning at 6th level, 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.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

Starting at 17th level, 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.


Alternate

With the GM’s permission, these class features can be used in place of those above.

Life Domain Spells

Cleric Level Spells
1st Healing Word, Cure Wounds
3rd Aid, Lesser Restoration
5th Mass Healing Word, Revivify
7th Death Ward, Freedom of Movement
9th Mass Cure Wounds, Raise Dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Qi Burst

Starting at 1st level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Channel Divinity: Purification

Starting at 2nd level, you can use your Channel Divinity to purge toxins.

Using an action, you can grant resistance to poison and necrotic damage to a creature you are touching for the next ten minutes. If the creature is currently afflicted with the Poisoned condition, it is removed.

If you use this feature on an object, any poisons on or within the object are neutralized.

Qi Weapon

Beginning at 6th level, your gain the ability to imbue qi into weapons. When you make a weapon attack, you can add your Wisdom modifier to the damage roll.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the weapon’s type to the target. When you reach 14th level, the extra damage increases to 2d8.

Inner Strength

At 17th level, you gain an additional use of Channel Divinity.