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The domain of life and death taps it's worshipers into fundamental, cosmic forces. Unlike other domains, clerics of life and death are not bound to their god. Rather, clerics draw from forces that give gods their power, bypassing the gods completely. If a typical cleric is a scientist, then a cleric of life and death would be a philosopher; studying abstract, immaterial concepts and applying it to the world around them. The domain focuses not only on manipulating life and death, but of understanding why life and death exist. By following this domain, clerics seek to correct flaws in natural law, either for the good of the realm, or for personal gain.

Clerics of this domain may still take of the cause of a god, though their god will not be the source of their power. If you do not choose a god, your divine focus is of a holy rune of your creation.

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Domains
You seek to understand the natural cycle of life and death, and manipulate it to your beliefs.
Page
Life & Death Domain Spells[edit]
Cleric LevelSpells
1stcure wounds, inflict wounds
3rdspiritual weapon, prayer of healing
5thanimate dead, vampiric touch
7thguardian of faith, death ward
9thcontagion, Raise dead

Not Yet Your Time[edit]

At 1st level, you gain proficiency with Constitution saving throws. You and all allies within 10 feet of you add your proficiency bonus to death saving throws. This increases to 30ft at level 17

When you choose this domain at 1st level, you gain proficiency with Heavy Armor.

Channel Divinity: Your Time Has Come[edit]

At 2nd level, you can manipulate divine energy to mark the last days of your enemy. When a creature within 30 feet of you is hit by a weapon attack, you can use your channel divinity as a reaction to deal extra radiant or necrotic damage equal to your Wisdom modifier + twice your cleric level. You may use this power after you hear if the creature survived the attack.

Domain

Token of Life[edit]

At 6th level, you can create a token tied to the healing energies of the universe. At the end of a long rest, you can craft a token of life. It appears as a coin bearing the shape of your holy rune. Whoever carries this coin gains temporary hit points equal to your Wisdom modifier (minimum of 1) + twice your cleric level. The hit points do not regenerate, even if the coin is passed to a new bearer.

Divine Strike[edit]

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 or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

That's hard to do, though, so as said before, you should really consider them sidearms or weapons of last resort.DataNote: Since Bluehole doesn't release the official weapon values of guns, no website has 100% accurate statistics for weapons. Each website relies on hundreds of spreadsheets and each website has different numbers. https://luckyclothing.netlify.app/does-dmg-armor-weakens-the-defences-pugb.html.

Master of the Cycle[edit]

Cleric 5e Spells

At 17th level, once on each of your turns whenever you deal radiant or necrotic damage, you can restore half that many hit points to yourself or an ally within 30 feet of you. Or deal half that damage to another enemy within 30 feet of you.

Wastes set dungeon too much dmg.

Death Domain Cleric 5e

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