A lifebinder follows a religious practice dedicated to protecting or nurturing life. They are powerful healers, more so than any others, and are often the difference between life and death for an adventuring party. Some may dedicate themselves formally to healing, whereas others might just be dedicated to spiritual practices centered around protecting or nurturing a community.
Level 1
Lifebinder: Extra Spells Prepared
When you reach certain levels as a cleric, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of cleric spells you have prepared.
| Cleric Level | Extra Spells |
|---|---|
| 1 | Cure Wounds, Healing Word |
| 3 | Lesser Restoration, Prayer of Healing |
| 5 | Mass Healing Word, Revivify |
| 7 | Death Ward, Guardian of Faith |
| 9 | Mass Cure Wounds, Raise Dead |
Level 3
Lifebinder: Blessed Healing
Your healing spells are more effective. Whenever cast use a spell of 1st level or higher that immediately restores hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Lifebinder: Channel Divinity: Preserve Life
Action – Nearby Allies (30 ft) – Channel Divinity – Magical
You expend a use of your Channel Divinity feature. You can’t use this feature on a construct.
- You restore a number of hit points equal to five times your cleric level and divide those hit points among any creatures of your choice within 30 ft.
Level 6
Lifebinder: Infused Healer
The healing spells you cast on others heal you as well.
No Action Cost – Self – Magical
Trigger: You cast a spell of 1st level or higher that immediately restores hit points to a creature other than you.
- You regain hit points equal to 2 + the spell’s level.
Level 10
Lifebinder: Healing Overflow
Once Per Turn – 1 Creature – Magical
Trigger: You use a spell to restore more hit points to a creature than the creature is missing.
- You instead restore those extra hit points to another creature within range of the spell.
Level 14
Lifebinder: Supreme Healing
When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.