Healing Domain

Care for a wounded figure representing the Healing Domain

The Healing Domain turns healing, recovery, preservation of life, medicine and restoration into a cleric’s sacred practice and usable rules. Its exact mechanics depend on edition, so the published Pathfinder and 3.5e versions are kept separate rather than blended together.

At a Glance

Divine SphereHealing, recovery, preservation of life, medicine and restoration
Typical RolePrimary healer, emergency stabiliser and restorative support cleric
Published RulesPathfinder 1e and D&D 3.5e
Modern D&D StatusD&D 5e/2014 and the 2024 rules use the official Life Domain rather than a same-named Healing Domain.
Typical PatronsApollo, Asclepius, Brigid, Dian Cécht, Sekhmet

Edition Applicability

Four playable editions are provided in the order D&D 2024, D&D 2014, Pathfinder 1e, and D&D 3.5e. The two modern Healing subclasses are original SpiralWorlds conversions requiring GM approval, not official same-named Player’s Handbook subclasses. The Pathfinder and 3.5e panels retain their distinct published domain powers and spell-slot rules; do not mix their features into fifth edition.

Healing Domain — D&D 5.5e / 2024

Rules status: original SpiralWorlds 2024 Cleric domain conversion, requiring GM approval; not an official published same-named subclass. Choose this subclass at Cleric level 3; the normal Divine Order, Blessed Strikes, Channel Divinity uses and spellcasting rules remain those of the 2024 Cleric.

2024 Healing Domain Spells

These spells are always prepared at the stated Cleric levels, count as Cleric spells for you and do not count against your normal preparation limit. Spell rules use the chosen edition.

Cleric LevelAlways-Prepared Spells
3Cure Wounds, Sanctuary, Aid, Lesser Restoration
5Mass Healing Word, Revivify
7Aura of Life, Death Ward
9Greater Restoration, Mass Cure Wounds

Level 3 — Physician of Mercy

Gain proficiency in Medicine; if already proficient, gain another skill from the Cleric class skill list. Once on each of your turns when you restore Hit Points to a creature with a Cleric spell cast using a spell slot, you may restore additional Hit Points equal to your Proficiency Bonus to one creature healed by that spell.

Level 3 — Channel Divinity: Restore the Fallen

As a Magic action, expend one Channel Divinity use and choose one living creature within 30 feet you can see. It regains Hit Points equal to 2d8 plus your Cleric level; you can instead choose two living creatures within range, each regaining 1d8 plus half your Cleric level (rounded down). This feature has no effect on Undead or Constructs.

Level 6 — Vigil at the Bedside

When a living creature within 30 feet that you can see takes damage which would reduce it to 0 Hit Points without killing it outright, use your Reaction to leave it at 1 Hit Point instead. Once used, this feature returns after a Long Rest.

Level 17 — Hands of the Living World

As a Bonus Action, radiate a 30-foot Emanation for 1 minute. At the start of each of your turns, choose one living creature inside it which has at least 1 Hit Point; it regains Hit Points equal to 2d6 plus your Wisdom modifier (minimum 1). No creature can benefit from this healing more than once per activation. This ends if you become Incapacitated, and can be activated once per Long Rest.

Healing Domain — D&D 5e / 2014

Rules status: original SpiralWorlds 2014 Cleric domain conversion, requiring GM approval; not an official published same-named subclass. Choose this domain at Cleric level 1; use the 2014 Cleric class progression, including its Channel Divinity uses and level-8 domain feature.

2014 Healing Domain Spells

These spells are always prepared at the stated Cleric levels, count as Cleric spells for you and do not count against your normal preparation limit. Spell rules use the chosen edition.

Cleric LevelAlways-Prepared Spells
1Cure Wounds, Sanctuary
3Aid, Lesser Restoration
5Mass Healing Word, Revivify
7Aura of Life, Death Ward
9Greater Restoration, Mass Cure Wounds

Level 1 — Healer’s Vocation

Gain proficiency in Medicine. When you cast a Cleric spell of 1st level or higher to restore Hit Points to a living creature, one creature healed gains additional Hit Points equal to the spell’s level; this does not stack with itself on the same casting.

Level 2 — Channel Divinity: Restore the Fallen

As an action, present your holy symbol and expend one use of Channel Divinity. One living creature you can see within 30 feet regains 2d8 plus your Cleric level Hit Points, or two such creatures regain 1d8 plus half your Cleric level (rounded down) each. It has no effect on undead or constructs.

Level 6 — Last Watch

When a living creature you can see within 30 feet would drop to 0 Hit Points from damage without dying outright, use your reaction to leave it at 1 Hit Point instead. Once used, regain it after a long rest.

Level 8 — Potent Spellcasting

Add your Wisdom modifier to the damage you deal with any Cleric cantrip. This does not increase healing.

Level 17 — Wellspring of Recovery

As an action, radiate a 30-foot-radius aura for 1 minute. At the start of each of your turns choose one living creature in the aura that has at least 1 Hit Point; it regains 2d6 plus your Wisdom modifier (minimum 1) Hit Points. A creature can benefit only once per use. You regain this ability after a long rest.

Healing Domain — Pathfinder 1e

Rules status: published Pathfinder 1e Core Rulebook domain.

Rebuke Death

As a standard action, touch a living creature below 0 hit points and heal it for 1d4 + 1 for every two Cleric levels. Uses per day equal 3 + your Wisdom modifier.

Healer’s Blessing

At 6th level, your cure spells heal 50% more hit points as though empowered. This does not increase damage dealt to undead by cure spells and does not stack with the Empower Spell feat.

Pathfinder 1e Healing Domain Spells

1stCure Light Wounds
2ndCure Moderate Wounds
3rdCure Serious Wounds
4thCure Critical Wounds
5thBreath of Life
6thHeal
7thRegenerate
8thMass Cure Critical Wounds
9thMass Heal

Healing Domain — D&D 3.5e

Rules status: published D&D 3.5e SRD domain.

Granted Power

You cast Healing spells at +1 caster level.

D&D 3.5e Healing Domain Spells

1stCure Light Wounds
2ndCure Moderate Wounds
3rdCure Serious Wounds
4thCure Critical Wounds
5thMass Cure Light Wounds
6thHeal
7thRegenerate
8thMass Cure Critical Wounds
9thMass Heal

How the Healing Domain Plays

Healing clerics preserve action economy as much as hit points. Pathfinder’s Rebuke Death is specifically an emergency tool for a creature already below 0 hit points, while Healer’s Blessing makes cure magic scale more efficiently from 6th level onward.

Who Grants the Healing Domain?

Apollo, Asclepius, Brigid, Dian Cécht, Sekhmet are strong existing patrons where this sphere is established in the deity’s portfolio.

Priests, Temples and Rites

Healing cults can be medical, purificatory, martial, maternal or plague-focused. A temple of Asclepius should not feel identical to a cult of Sekhmet simply because both can restore the wounded.

What Are Healing Priests Doing Now?

Healing priests are treating battlefield wounds, managing outbreaks, training temple physicians, travelling where local medicine has collapsed and investigating injuries that resist ordinary magic because their cause is curse, poison, spirit or divine punishment.

Related Domains and Character Options

Rules Sources and Licensing

  • D&D 2024 and 2014: the Healing subclasses in the first two panels are original, GM-approved campaign conversions, not published same-named WotC subclasses; the corresponding edition’s Cleric spellcasting and baseline rules still apply.
  • Pathfinder 1e: powers and spell list follow the Pathfinder Core Rulebook Cleric domain reference.
  • D&D 3.5e: granted power and spell list follow the 3.5 SRD Cleric Domains.
  • Modern D&D: D&D 5e/2014 and the 2024 rules use the official Life Domain rather than a same-named Healing Domain.

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