At 1st cleric, healing provided by your abilities, spells, or created consumables has a chance to critically heal.
When such healing is applied, roll a 1d10 chance dice for each creature. On a 1, the healing for that creature is doubled.
At 1st cleric level, you may spend a rest die to touch an ally as an action and heal them for 1d10+wisdom bonus(min 1) health.
At 2nd, 4th, and 6th cleric level, choose an upgrade from the list below:
Aura of life - Any healing done within 10 feet of you is increased by 1 HP per dice healed. +6 max HP.
Bless health - When you use healing touch, you also grant that ally resistance to 1 of choice: poison, necrotic, acid, or fire damage. The resistance lasts for 1 hour.
Critical help - Your critical heal dice size is reduce by 1 size category (1d10 -> 1d8 -> 1d6 -> 1d4.) Can be taken multiple times.
Dire healing touch - You may spend all additional rest dice when using healing touch, healing for an extra 1d6 per rest dice spent beyond the first.
Life-saver - If healing touch revives a dying ally, the rest dice cost is refunded.
Lucky heal - If you critically heal with healing touch, you restore 1 rest dice to either yourself or the ally.
Life-force - Your healing spells can be used to deal damage to undead directly, converting all healing into radiant damage. +4 max HP. If rest dice are spent to perform the spell or ability and it kills the undead, then the rest dice are refunded.
Lay on hands - If you have both hands free, you can apply healing touch to two creatures at once, or you can enhance healing touch against one target to increase it by 1d10.
Powerful heal - The heal provided by healing touch is increased by 1d10. Can be chosen multiple times.
Pure heart - You gain a +2 bonus to saves against spells that deal acid, poison, or necrotic damage, as well as ones that inflict disease or disabilities.
At 3rd cleric level, choose an ability:
You gain a +3 bonus on checks made to appease, calm, or pacify a creature, entity, or group.
You gain a +4 bonus on death saves. +4 max HP.
You gain advantage on checks made to identify and study diseases and curses.
At 4th cleric level, your rest dice maximum is increased by 1.
At 5th cleric level, you can spend a rest dice to treat a diseased or cursed creature during a rest, allowing it another save against the effect and granting in advantage.
If this results in the creature being treated, the rest dice cost is refunded.
At 6th cleric level, you can attempt to make a medicine check on a creature that has died within the last 3 rounds as an action.
The DC is equal to the level of the creature + 8 + number of rounds it has been dead. On a success, the creature is restored to life with one remaining death save, unconsciousness, and 0 hp.