Healing Domain

Not only are behiques the spiritual leaders of a village or city, but they also tend to be doctors as well, and are trained in not only the medicinal arts but herbology and poisons as well so that their medical education can be as thorough as possible. While they are able to heal others with spells, they also learn non-magical remedies that can be used to save a person’s life when they run out of magical means of doing so. These behiques follow the Healing Domain.

Healing Domain Spells
Cleric Level Spells
1st cure wounds, false life
3rd barkskin, blur
5th magic circle, revivify
7th death ward, resilient sphere
9th greater restoration, mass cure wounds

Healing Savant

Starting at 1st level, when you use a spell of 4th level or lower to restore hit points to a creature, the creature gains an extra 1d6 hit points. When you use a spell of 5th level or higher to restore hit points to a creature, the creature gains an extra 1d10 hit points.

Channel Divinity: Healing Energy

Starting at 2nd level, you can use your Channel Divinity as a reaction when a creature within 30 feet is reduced to 0 hit points. You restore a number of hit points to that creature equal to five times your cleric level.

Preserve Life

At 6th level, as a reaction when a creature within 30 feet takes damage, you can release a ward of holy energy that causes that creature to take half the damage they would have. Once you have used this ability, you must complete a short or long rest before doing so again.

Shared Healing

At 8th level, when you use a spell of 4th level or lower to restore hit points to a creature, you gain 1d6 hit points. When you use a spell of 5th level or higher to restore hit points to a creature, you gain 1d10 hit points.

Masterful Healing

At 17th level, instead of rolling dice to restore hit points using spells or abilities, assume you had rolled the maximum possible result on each of the dice.

Section 15: Copyright Notice

Boricubos: The Lost Isles (5E) © 2021, Legendary Games; Author: Miguel Colon.

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