Healing Domain

You are a fount of healing power, an embodiment of life energy, capable of curing the sick and mending even the most fatal of wounds. Deities that preside over healing powers are caring and generous, but few have any remorse for the abominable undead, and eradicating unlife is just as much your charge as is mending the living. You are a healer, but your responsibility to eradicate the undead just as often makes you an exorcist and slayer of all unlife.

Channel Divinity: When you channel divinity to heal, you heal all living creatures. When you channel to harm, you deal positive energy damage to all undead creatures.

Domain Powers: Clerics with the healing domain gain the following domain powers at the indicated levels.

Enhanced Healing (Su): At 5th level, whenever you heal hit point damage with a healing spell or channel divinity, you can spend 1 Resolve Point to heal an additional +1 hit point per die rolled. For instance, you would heal 1d8+1 plus your Wisdom modifier with mystic cure I, 5d8+5 plus your Wisdom modifier with mystic cure II, and so on.

Spirit Boost (Su): At 9th level, whenever your healing spells or channel divinity heals a target or targets up to their maximum hit points, you can spend 1 Resolve Point to cause all excess points to persist for a number of rounds equal to your Wisdom modifier as temporary hit points (up to a maximum number of temporary hit points equal to your cleric level). You may use this ability after your healing is rolled and applied to its targets.

Empowered Healing (Su): At 13th level, whenever you cast a healing spell or use channel divinity to heal creatures, you can spend 2 Resolve Points in order to increase the amount of healing done by half (+50%). This does not stack with similar effects.

Channel Revival (Su): At 17th level, whenever you use channel divinity to heal, you can spend 4 Resolve Points to apply half the healing done by channel divinity to any dead creature who has been dead for no more than 2 rounds within the affected area.

If you use channel divinity to target a single dead creature, you can use this ability by spending 2 resolve instead of the usual 4. Dead creatures affected by this ability return to life and take a temporary negative level for 24 hours; if they are 1st level, they take 2 points of Constitution drain instead. Creatures slain by death effects or turned into undead cannot be resuscitated by this ability, nor can creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

Domain Spell List

1st—mystic cure
2nd—mystic cure
3rdsurmount affliction
4th—mystic cure (as the 3rd-level version)
5th—mystic cure (as the 4th-level version)
6th—remove radioactivity
7th—mystic cure (as the 5th-level version)
8th—mystic cure (as the 6th-level version
9thtrue resurrection


The Starfarer's Companion from Rogue Genius Games
Classes Races Companions Feats Spells
Get It Here on DriveThruRPG
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License