This subclass has received significant changes
Level 1: Bless, Cure Wounds
Level 3: Healing Spirit, Lesser Restoration
Level 5: Catnap, Revivify
Level 7: Aura of Life, Death Ward
Level 9: Mass Cure Wounds, Raise Dead
When you choose this domain at 1st level, you gain proficiency with heavy armor.
When you restore a creature’s hit points with a Cleric spell of 1st level or higher, you grant them Temporary Health equal to half the amount healed. These temporary hit points last for 10 minutes.
When an allied creature that you can see within 60ft of you drops to 0 hit points or fails a death saving throw, you can expend your Channel Divinity and use your reaction to cause them to heal an amount equal to five times your Cleric level.
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to the amount healed.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, 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.