Vitality Domain (5e Subclass)
Vitality Domain[edit]
Cleric Subclass
The body is the battleground where the soul proves its strength. It is through endurance, through pain, that we find the fire to fight on.
— High Priestess Ithri, Champion of the Ironclad God
Clerics of the Vitality Domain are formidable warriors who embrace the power of their own physical and mental fortitude. They believe that true divine power lies not only in the heavens but also in the strength of the body, mind, and spirit. Unlike other clerics, who may focus solely on healing or divine guidance, Vitality Domain clerics channel their divine energy to enhance their bodies and protect their allies. Their devotion to war, survival, and endurance makes them unyielding defenders of life and strength.
They serve deities of war, vitality, and physical prowess, often worshipping gods who believe in self-reliance and the struggle for dominance. For these clerics, strength is not just a physical trait—it is a divine gift, a tool to forge their path in the world. They know that true healing comes not only through magic but through sweat, blood, and resilience in the face of adversity.
Domain Spells[edit]
Cleric Level | Spells |
---|---|
1 | False Life, Inflict Wounds |
3 | Enhance Ability, Aid |
5 | Haste, Protection from Energy |
7 | Death Ward, Stoneskin |
9 | Contagion, Wall of Force |
As you ascend through the ranks of the Vitality Domain, your ability to empower yourself and your allies grows ever stronger. At first level, your divine power manifests as a minor shield against harm, and as you gain in strength, you become capable of healing the greatest wounds and protecting your companions from even the most dangerous forces.
- Gift of Vitality
When you choose this domain at 1st level, you use Constitution modifier, instead of Wisdom for determining your cleric spellcasting ability modifier (spell save DC, attack rolls, and prepared spells). This reflects your focus on physical endurance and inner strength to fuel your spells.
Additionally, you add your proficiency bonus to all your Constitution checks.
Channel Divinity: Pulsing Energy
At 2nd Level, as an Action, you can use your Channel Divinity to restore hit points equal to your Constitution modifier + twice your Cleric level. You can distribute this healing among yourself and any allies within 30 feet.
If an ally is at its maximum number of hit points, the healing is converted to temporary hit points, allowing your allies to endure even longer battles. Temporary hit points gained through this feature last until you finish a long rest.
- Avatar of Endurance
At 6th level, each time you heal a creature, they gain temporary hit points equal to your Constitution modifier (minimum 1).
Finally, if your current hit points are below half your maximum, you gain advantage on Strength and Constitution saving throws.
- Divine Strike
At 8th level, once on each of your turns, when you hit a creature with a melee weapon attack, you can deal an extra 1d8 magical bludgeoning damage.
This damage increases to 2d8 at 14th level.
- Sacrificial Fury
At 17th level, at the pinnacle of your power, your connection to vitality becomes godly. When you are reduced to 0 hit points, you can fall to 1 hit point instead, and gain temporary hit points equal to half your maximum number of hit points. Once you do so, you can't do it again until you finish a long rest.
Additionally, while at half your maximum of hit points or lower, you add your Constitution modifier to your melee weapon damage rolls, and regain hit points equal to half the damage dealt with your attacks. You can't go above half your maximum number of hit points with this feature.
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