TEXT:  
   
   
   
   
   
   
  The Life domain focuses on the vibrant  
  positive energy that sustains all life
   
   Hit Die:                          Proficiencies                         Domain
   
                                                                         As a life cleric, you are trained in the use of any armor and                 You serve as an 
                                                     Armor        shields. You suffer none of the disadvantages that those with-             intermediary be- 
  At first level, you have                                 out these proficiencies experience.                                                            tween mortals and 
  8 hit points, plus your                                                                                                                                                         your deity. The gods 
  Constitution modifier.                                 Add your proficiency bonus to the attack roll for any attack you           of life promote
                                                  Weapons      make with simple weapons. When wielding martial weapons,           vitality and health 
                                                                         do not add your proficiency bonus.                                                            through healing the 
                                                                                                                                                                                                 sick and wounded, 
                                                    Saving        Add your proficiency bonus when making a Wisdom or                        caring for those in 
                                                   Throws       Charisma saving throw.                                                                               need, and driving 
                                                                                                                                                                                                 away the forces of 
                                                                                                                                                                                                 death and undeath.
   
   
   
  1st Level
  Ability         Wisdom should be your highest ability score,
  Scores        followed by Strength and then Constitution.
  Skills          You have special training or a certain knack in
                       two skills of your choice. Consider Medicine and
                       Religion. When you make a skill check using
                       either of these skills, add your proficiency bonus.
  Starting      Consider starting with the following, in addition  
  Equipment to the equipment granted by your background. 
                            • (a) a mace or (b) a warhammer (if proficient)  
                            • (a) a spear or (b) any simple weapon  
                            • (a) a priest's pack or (b) an explorer's pack  
                            • chain mail, a shield, and a holy symbol
  Disciple      Your healing spells are more potent than those  
  of Life          of other clerics.
  Spells         You can cast spells from the cleric spell list. You 
  (PHB 58)    know three cantrips and can prepare a number of
                       1st-level spells equal to 1 + your Wisdom
                       modifier. For your cantrips, consider guidance,
                       mending, resistance, spare the dying, or word of
                       radiance. For your 1st-level spells, consider
                       preparing ceremony, healing word, protection
                       from evil and good, or sanctuary. You always have
                       bless and cure wounds prepared and they don't
                       count against your number of prepared spells.
   
  2nd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. Unlike 1st level, you must
                      roll for these hit points or take the average (5).
                      You gain another Hit Die (total of 2d8). 
  Channel     Channel the divine in one of two ways: 
  Divinity         • Turn Undead. Make the undead run in fear. 
  (PHB 58,       • Preserve Life. Heal several allies from up to 30 
  60)                    feet away. 
  Spells         You gain another 1st-level spell slot. You can
                      prepare a number of spells equal to 2 + your
                      Wisdom modifier.
  1
  
  3rd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 3d8). 
  Spells        You gain two 2nd-level spell slots and another 1st-
                      level spell slot. You always have lesser restoration
                      and spiritual weapon prepared. Consider
                      preparing 2nd-level spells like aid, gentle repose,
                      or prayer of healing. You can prepare a number of
                      spells equal to 3 + your Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 5d8). 
                       Increase your proficiency bonus from +2 to +3.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Destroy      Outright obliterate skeletons and zombies with  
  Undead      the Turn Undead feature. 
  (PHB 59)
  Spells         You gain two 3rd-level spell slots. You always have
                       beacon of hope and revivify prepared. Consider
                       preparing the 3rd-level spells life transference
                       and mass healing word. You can prepare a
                       number of spells equal to 5 + your Wisdom
                       modifier.
  4th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 4d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s 
  (PHB 59)   important to you—like Wisdom. You can forgo
                     taking the Ability Score Improvement feature to
                     take a feat of your choice instead. If you do,
                     consider taking Charger, Dwarven Fortitude (if
                     dwarf), Healer, Sentinel, War Caster, or Weapon
                     Master. 
  Spells        You gain one additional cantrip and one additional
                     2nd-level spell slot. You can prepare a number of
                     spells equal to 4 + your Wisdom modifier.
   
  Where Are the other
  Domains and Levels?
  2
  
  Training Ground
  More Than a Healer To Me
  While many say that a cleric’s primary function is to cast
  healing spells, this versatile class can fill a wide variety of
  roles.
  With a decent number of hit points and armor proficiency,
  she can serve as a frontline warrior. With abundant insight
  and divination spells, he can discern truth and solve
  mysteries. With spell slots as abundant as a wizard’s, she can
  serve as the party’s primary spellcaster. Clerics’ roles are as
  numerous as the gods’ domains.
  But if you want a healer, cleric has you covered there too.
  Generalist Clerics
  This class guide assumes that players will want spells that
  thematically correspond to their chosen domain. However, it
  is a completely viable build to choose other cleric spells at
  nearly every turn.
  In that case, notice that there are many spells which
  appear again and again no matter one’s domain. Those spells
  are usually safe bets for any cleric.
  By the Gods
  One of the best ways to roleplay a cleric is to take cues from
  your deity. To do this, first study the divine lore about your
  deity. Learn about his or her history and portfolio and
  relationships. Remember, no one should know your god’s
  agenda better than you do.
  Then, (unless you’re a conflicted cleric) act like you think
  your deity is the best thing in the multiverse. Do everything in
  his or her name and feel best about yourself when you’re
  emulating your god’s divine characteristics.
  It’s important to choose a deity that is easy for you to love,
  that likes the things you want to do and would approve of the
  direction you want your cleric to go.
  It’s tempting to pick a deity based solely on domain spells
  and features, and for some campaigns that’s perfectly
  acceptable. But if you want a rewarding roleplay experience,
  it will be much more enjoyable if you choose a deity based on
  character.
  In The Morning I Wake Up...
  Remember that, unlike some other spellcasters, you can
  prepare an entirely different set of spells after each long rest.
  (Cantrips can’t be swapped however.)
  As you prepare spells, look over the cleric spell list and
  think about what you are most likely to face in your
  adventures that day, and choose accordingly. Swap out spells
  that you tend not to use or haven’t produced desired results
  or try new ones until you discover your favorites.
  Bear in mind that ritual spells must be prepared but can be
  cast without expending a spell slot if you’re willing to invest
  some extra time to cast it.
  3
  
  Half-Elf Cleric 1
  “I never leave a soldier behind, not for life, not for limb, not
  for anything.”
   
  You didn't used to be religious. You were a rank-and-file
  medic in an army. One day your unit was ambushed by orcs.
  The battle was fierce and more than one soldier died
  defending you. But when things grew most dire, instead of
  fighting or attending to your dying comrades, you fled. Guilt-
  stricken, you turned to Helm, the god of protection, for
  forgiveness and strength. He blessed you with martial
  prowess and the ability to supernaturally heal. Now you go
  out into the world to right the wrongs you committed.
  Background (Soldier)
  Once an army medic, you are now a holy warrior.
  Military Rank. You were a low-ranked healer in a military
  organization. Soldiers loyal to your former military
  organization still recognize your authority and influence, and
  they defer to you if they are of a lower rank. You can invoke
  your rank to exert influence over other soldiers and
  requisition simple equipment or horses for temporary use.
  You can also usually gain access to friendly military
  encampments and fortresses where your rank is recognized.
  Personality Trait. You're haunted by memories of war. You
  can’t get the images of violence out of your mind. And you
  face problems head-on. A simple, direct solution is the best
  path to success.
  Ideal. You do what you must and obey just authority.
  Bond. Someone saved your life on the battlefield. To this
  day, you will never leave a friend behind.
  Flaw. You made a terrible mistake in battle that cost many
  lives—and you would do anything to keep that mistake secret.
  Half-Elf Traits
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim
  light. You can’t discern color in darkness, only shades of gray.
  Cleric Features
  Life Domain. The Life domain focuses on the vibrant
  positive energy—one of the fundamental forces of the
  universe— that sustains all life. You gain a number of domain
  spells, which are always considered to be prepared, as a
  result of this domain. In addition, you have access to the
  following features:
  Disciple of Life. When you cast 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.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know three cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your cleric
  spells, you must expend a slot of the spell’s level or higher.
  You regain all expended spell slots when you finish a long
  rest.
  You prepare the list of cleric spells that are available for you
  to cast, choosing from the cleric spell list. When you do so,
  choose up to four cleric spells. The spells must be of a level
  for which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must pray for 1
  minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your cleric spells, since your magic draws upon your devotion
  to Helm. You use your Wisdom whenever a spell refers to
  your spellcasting ability.
  4
  Medium humanoid (half-elf), Life domain, lawful
  neutral 
  Armor Class 18 (chain mail, shield)
  Hit Points 9 (Hit Dice 1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 10 (+0) 13 (+1) 8 (-1) 16 (+3) 14 (+2)
  Proficiences (+2 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Wis +5, Cha +4; advantage on
  saves against being charmed 
  Skills Athletics +4, Intimidation +4, Medicine +5,
  Perception +5, Persuasion +4, Religion +1 
  Tools dice set, vehicles (land) 
  Weapons simple weapons
  Senses darkvision, passive Perception 15
  Languages Common, Dwarvish, Elvish 
   
  Actions
  Attack. You can attack when you take this action,
  using the following: 
  Spear. Melee or Ranged Weapon Attack: +4 to
  hit, reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 2 piercing damage, or 1d8 + 2
  piercing damage if used with two hands to make
  a melee attack. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 2 bludgeoning damage. 
   
  Options
  Spellcasting. You are a spellcaster (cleric feature)
  who uses Wisdom as your spellcasting ability
  (spell save DC 13; +5 to hit with spell attacks).
  You have the following spells prepared: 
   
  Cantrips (at will): mending, spare the dying, word of
  radiance
  1st level (2 slots): bless﹡, ceremony, cure 
  wounds﹡, healing word, protection from good
  and evil, sanctuary 
  ﹡domain spell (Life domain)
  
  Ritual Casting. You can cast a cleric spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a holy symbol, such as the
  emblem on your shield, as a spellcasting focus for your cleric
  spells.
  Equipment
  Backpack, bedroll, belt pouch, broken blade (taken from a
  fallen enemy), chain mail, common clothing, hempen rope (50
  feet), insignia of rank, mace, mess kit, rations (10 days), set of
  bone dice, shield with emblem of Helm, spear, tinderbox,
  torches (10), waterskin, 10 gp.
  5
  
  Half-Elf Cleric 5
  “I never leave a soldier behind, not for life, not for limb, not
  for anything.”
   
  You didn't used to be religious. You were a rank-and-file
  medic in an army. One day your unit was ambushed by orcs.
  The battle was fierce and more than one soldier died
  defending you. But when things grew most dire, instead of
  fighting or attending to your dying comrades, you fled. Guilt-
  stricken, you turned to Helm, the god of protection, for
  forgiveness and strength. He blessed you with martial
  prowess and the ability to supernaturally heal. Now you go
  out into the world to right the wrongs you committed.
  Background (Soldier)
  Once an army medic, you are now a holy warrior.
  Military Rank. You were a low-ranked healer in a military
  organization. Soldiers loyal to your former military
  organization still recognize your authority and influence, and
  they defer to you if they are of a lower rank. You can invoke
  your rank to exert influence over other soldiers and
  requisition simple equipment or horses for temporary use.
  You can also usually gain access to friendly military
  encampments and fortresses where your rank is recognized.
  Personality Trait. You're haunted by memories of war. You
  can’t get the images of violence out of your mind. And you
  face problems head-on. A simple, direct solution is the best
  path to success.
  Ideal. You do what you must and obey just authority.
  Bond. Someone saved your life on the battlefield. To this
  day, you will never leave a friend behind.
  Flaw. You made a terrible mistake in battle that cost many
  lives—and you would do anything to keep that mistake secret.
  Half-Elf Traits
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim
  light. You can’t discern color in darkness, only shades of gray.
  Cleric Features
  Channel Divinity (Recharges after You Finish a Short or
  Long Rest). You can channel divine energy to create one of
  the following effects. You can do so once.
  Preserve Life. As an action, you present your holy symbol
  and evoke healing energy that can restore up to 25 hit points.
  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.
  Turn Undead. As an action, you present your holy symbol
  and speak a prayer censuring the undead. Each undead that
  can see or hear you within 30 feet of you must succeed on a
  DC 15 Wisdom saving throw or become turned for 1 minute
  or until it takes any damage. If the creature has a challenge
  rating of 1/2 or lower, it is destroyed instead.
  6
  Medium humanoid (half-elf), Life domain, lawful
  neutral 
  Armor Class 18 (chain mail, shield)
  Hit Points 33 (Hit Dice 5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 10 (+0) 13 (+1) 8 (-1) 18 (+4) 14 (+2)
  Proficiences (+3 proficiency bonus) 
  Armor all armor, shields 
  Saving Throws Wis +7, Cha +5; advantage on
  saves against being charmed 
  Skills Athletics +5, Intimidation +5, Medicine +7,
  Perception +7, Persuasion +5, Religion +2 
  Tools dice set, vehicles (land) 
  Weapons simple weapons
  Senses darkvision, passive Perception 17
  Languages Common, Dwarvish, Elvish 
   
  Actions
  Attack. You can attack when you take this action,
  using the following: 
  Spear. Melee or Ranged Weapon Attack: +5 to
  hit, reach 5 ft. or range 20/60 ft., one target. 
  Hit: 1d6 + 2 piercing damage, or 1d8 + 2
  piercing damage if used with two hands to make
  a melee attack. 
  Mace. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. 
  Hit: 1d6 + 2 bludgeoning damage. 
   
  Preserve Life. Cleric Channel Divinity feature 
   
  Turn Undead. Cleric Channel Divinity feature 
   
  Options
  Spellcasting. You are a spellcaster (cleric feature)
  who uses Wisdom as your spellcasting ability
  (spell save DC 15; +7 to hit with spell attacks).
  You have the following spells prepared: 
   
  Cantrips (at will): guidance, mending, spare the
  dying, word of radiance
  1st level (4 slots): bless﹡, ceremony, cure 
  wounds﹡, guiding bolt, healing word, protection
  from good and evil, sanctuary
  2nd level (3 slots): aid, gentle repose, lesser
  restoration﹡, prayer of healing, spiritual 
  weapon﹡
  3rd level (2 slots): beacon of hope﹡, life
  transference, revivify﹡ 
  ﹡domain spell (Life domain)
  
  A turned creature must spend its turns trying to move as far
  away from you as it can, and it can’t willingly move to a space
  within 30 feet of you. It also can’t take reactions. For its
  action, it can use only the Dash action or try to escape from
  an effect that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  Life Domain. The Life domain focuses on the vibrant
  positive energy—one of the fundamental forces of the
  universe— that sustains all life. You gain a number of domain
  spells, which are always considered to be prepared, as a
  result of this domain. In addition, you have access to the
  following features:
  Disciple of Life. When you cast 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.
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know three cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your cleric
  spells, you must expend a slot of the spell’s level or higher.
  You regain all expended spell slots when you finish a long
  rest.
  You prepare the list of cleric spells that are available for
  you to cast, choosing from the cleric spell list. When you do
  so, choose up to four cleric spells. The spells must be of a
  level for which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must pray for 1
  minute per spell level for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your cleric spells, since your magic draws upon your devotion
  to Helm. You use your Wisdom whenever a spell refers to
  your spellcasting ability.
  Ritual Casting. You can cast a cleric spell as a ritual if that
  spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus. You can use a holy symbol, such as the
  emblem on your shield, as a spellcasting focus for your cleric
  spells.
  Equipment
  Backpack, bedroll, belt pouch, broken blade (taken from a
  fallen enemy), chain mail, common clothing, healer's kit,
  hempen rope (50 feet), insignia of rank, mace, mess kit,
  periapt of wound closure, rations (10 days), set of bone dice,
  shield with emblem of Helm (set with a 300 gp worth of
  diamonds for revivify), spear, tinderbox, torches (10),
  waterskin, 10 gp.
  Periapt of Wound Closure
  Wondrous Item, uncommon (requires attunement) 
  While you wear this pendant, you stabilize whenever you are
  dying at the start of your turn. In addition, whenever you roll
  a Hit Die to regain hit points, double the number of hit points
  it restores.
  7
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Adam Hancock/Complete Visual Guide to Life Clerics.pdf