System Reference Document 5.2.1
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Level 8 Cleric Spells
Spell School Special
Antimagic Field Abjuration C
Control Weather Transmutation C
Earthquake Transmutation C
Holy Aura Abjuration C, M
Sunburst Evocation —
Level 9 Cleric Spells
Spell School Special
Astral Projection Necromancy M
Gate Conjuration C, M
Mass Heal Abjuration —
Power Word Heal Enchantment —
True Resurrection Necromancy M
Cleric Subclass: Life Domain
Soothe the Hurts of the World
The Life Domain focuses on the positive energy that 
helps sustain all life in the multiverse. Clerics who 
tap into this domain are masters of healing, using 
that life force to cure many hurts.
 Existence itself relies on the positive energy as -
sociated with this domain, so a Cleric of almost any 
religious tradition might choose it. This domain is 
particularly associated with agricultural deities, 
gods of healing or endurance, and gods of home and 
community. Religious orders of healing also seek 
the magic of this domain.
Level 3: Disciple of Life
When a spell you cast with a spell slot restores Hit 
Points to a creature, that creature regains addi -
tional Hit Points on the turn you cast the spell. The 
additional Hit Points equal 2 plus the spell slot’s 
level.
Level 3: Life Domain Spells
Your connection to this divine domain ensures you 
always have certain spells ready. When you reach 
a Cleric level specified in the Life Domain Spells 
table, you thereafter always have the listed spells 
prepared.
Life Domain Spells
Cleric 
Level
Prepared Spells
3 Aid, Bless, Cure Wounds, 
Lesser Restoration
5 Mass Healing Word, Revivify
7 Aura of Life, Death Ward
9 Greater Restoration , Mass Cure Wounds
Level 3: Preserve Life
As a Magic action, you present your Holy Symbol 
and expend a use of your Channel Divinity to evoke 
healing energy that can restore a number of Hit 
Points equal to five times your Cleric level. Choose 
Bloodied creatures within 30 feet of yourself (which 
can include you), and divide those Hit Points among 
them. This feature can restore a creature to no 
more than half its Hit Point maximum.
Level 6: Blessed Healer
The healing spells you cast on others heal you as 
well. Immediately after you cast a spell with a spell 
slot that restores Hit Points to one or more crea-
tures other than yourself, you regain Hit Points 
equal to 2 plus the spell slot’s level.
Level 17: Supreme Healing
When you would normally roll one or more dice to 
restore Hit Points to a creature with a spell or Chan -
nel Divinity, don’t roll those dice for the healing; in -
stead use the highest number possible for each die. 
For example, instead of restoring 2d6 Hit Points to a 
creature with a spell, you restore 12.