Does the Life Cleric ability Disciple of Life apply to the spell Aid?

My first thought was “Oh, yes it does, because it is giving hit points”. Then a closer reading seemed to show that no it doesn’t, because it isn’t restoring lost hit points.

I’m still low level so I’ve been keeping Aid in my back pocket, and it’s only been used once. If the Disciple of Life ability did apply, it might actually make me hang on to it for a bit as the spell could be useful for the squishies.

Why is Share Energy left off the GURPS:DFRPG Cleric spell list?

I’m playing in a play-by-post Dungeon Fantasy/DFRPG (“Powered by GURPS”, based on 4th Ed.) game, and just built a healer who comes with an Ally, who is also a healer. DFRPG limits the entire Healing college, aside from Lend Energy and Recover Energy, to Cleric class characters only — and left Share Energy off the Cleric list (at least the one I have access to, in DF:1).

My character build has shown me there is at least one spell that is on the list, at a low Power Investiture level, that a single individual effectively can’t cast at a low point total without being a “one-trick pony” — giving up a lot of the template abilities just to empower that one spell. That spell is Final Rest, with a fatigue cost of 20.

A low point total character (say, a 187 point Ally) would be unable to cast this spell without drawing a number of hit points (in my case, with a shaved down Cleric template, I’d have to use 7 HP). The skill penalty of -1 per HP used to power a spell means this reduced-point character would be casting at effective skill 6 — not a recipe for success.

I know I can have a Power Item, but starting characters would have to spend points on Wealth (no spare points in the template) to be able to afford one large enough to avoid drawing on HP. Alternatively, I could cast as Ceremonial Magic, but that requires Skill 15 and either one or more partners with the same or higher skill (requiring duplication between the two healers), or a congregation who can contribute 1-3 FP each, depending on their abilities — and that’s a bit of a problem to travel potentially weeks from home base with.

My GM has suggested using paut (a potion found in DF:1), but as I read it, that only replaces spent fatigue, rather than letting the user store up FP prior to a casting.

Now, as things stand, I have a way to make the spell possible, by using a small Power Item to limit the number of HP required to cast when fully rested — and I’ll probably wind up going that way for this game — but I wanted to check if there was any statement from the game designers concerning why Share Energy was left off the lists?

My GM suggested it was mainly used in enchantment, but the limit of 5 FP, and the DF/DFRPG bar against wizards using Healing college, plus the complete deletion of Enchantment college for PCs make that argument a non-starter. In fact, as far as I can see, the most likely explanation is that it’s really only needed for this one spell, was either left off as an oversight, or it was preferred to force Clerics into ceremonial casting, large Power Reserve, or large Power Items — but I’d like to be sure.

What power I actually get as a Cleric with Fire domain?


Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Being a good cleric (actually, a neutral cleric who channels positive energy), would I get both abilities or just the first one?

If I get both, is the daily limit shared?

DnD 5E Cleric Multi-Classing [closed]

If a cleric (or a wizard) multi classes in another spellcasting class, would it be fair for them to be able to swap out their secondary class spells? I’m guessing “no”, but I feel like there’s an argument to made for the opposite too. I play almost exclusively as clerics, and I’d just like more ways to defend myself without running in with weapons or relying on inflict wounds and guiding bolt.

Do the Favored Soul and Cleric differ greatly in their options for prestige classes?

As noted here, there is limited information on the optimisation options for the Favored Soul. In addition, it has received less support than the Cleric due to being a non-core class, being solely a spontaneous caster, and lacking direct access to Domains or Turn Undead. This leads me to my question, is there a great different in the options that the Cleric and Favored Soul have for prestige classes? In particular, does this have any implications for how the Cleric generally compares to the Favored Soul? Finally, does the result of this analysis change if we use Unearthed Arcana’s Spontaneous Divine Casters rules to make the Cleric similar to the Favored Soul?

To be clear, I’m more interested in analysis and comparison than I am in a simple list of what both classes can qualify for. By all means, feel free to disregard any options that are unique to one class but silly for it to take. My real interest in asking this question is to see if the common wisdom of “Favored Souls are nerfed Clerics” is always true. This question may be a useful reference.

Can Favored Souls choose feats that require cleric levels, such as Initiate of Astilabor?

The Initiate of Astilabor feat (Dragon Magic, p. 20) has the following prequisites:

Prerequisite: Cleric level 3rd, dragonblood subtype, deity Astilabor.

As a Dracolyte silverbrow human having an innate connection with the Deity Astilabor, I would find it absurd that I could not take such a feat. I guess giving new spells to Favored Soul might be the reason why I can’t, but if Knowstones are allowed, why not this?

Is there any RAW info on this, FAQ, or Errata? (Pathfinder or other editions are welcome if that’s the only info available.)

what is the interaction between Aura of Vitality and the Cleric of Life’s Blessed healer feature?

The Disciple of Life feature works with any spell that you use to restore hit points to a creature, so I know it works with Aura of Vitality to heal 2d6+5 as a bonus action.

Disciple of life: Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

But Blessed Healer says it activates for spells you cast:

Blessed Healer: 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 2 + the spell’s level.

Am I correct in assuming that by using Aura of Vitality that only Disciple of life activates but not Blessed healer? If I’m wrong then would I be recovering 5 HP every time I heal someone with Aura of Vitality? Thanks in advance.

Can a cleric of an evil god use healing spells?

I’m new to D&D and started with 5e. I was reading through the cleric class and it says that it’s main purpose is to heal the party, but they also that they are chosen by a deity or god or they choose to follow a deity or god themselves.

My question: Does a cleric’s (and to certain extent, paladin’s) magic come from the gods or from themselves? Can a cleric have an evil god as their patron? If so, and if the magic the cleric has comes from its patron, should they still be able to heal or should they have a different spell list?

If I learn Chill Touch from the Death Cleric’s Reaper ability, does it count as a Cleric cantrip?

The first level feature of the Death Cleric, called Reaper, does the following:

At 1st level, you learn one necromancy cantrip of your choice from any spell list.

If the Death Cleric takes Chill Touch from the Sorcerer/Wizard/Warlock spell list, does Chill Touch become a Cleric cantrip that uses WIS as the spellcasting ability?