Domain-Healing: When you cast a spell that lets you or an ally heal using a recovery, the target also adds 6 HP. Invocation: Gain an additional use of the heal spell. The first heal spell you cast after using this invocation allows target to heal using a free recovery.
Domain-Knowledge: 4 additional background points in lore-related field. Invocation: Must be used in 1st round of battle. Roll d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack with a +2 bonus.
Domain-Protection: Once per battle, you can affect two additional allies when you cast a spell for broad effect. Invocation: This battle, critical hits against you or allies do normal damage.
Heal (A, C): Target can now be nearby instead of ally you're next to, and if the target of your heal spell is an ally with 0 hp or below, that ally also adds hit points equal to 1d10 x your Charisma modifier (2d10) to the recovery.
Domain: Knowledge (A): Once per day, change knowledge skill roll to natural 20.
Domain: Protection (A): Whenever you target one or more allies with a spell, one ally of your choice can roll a save against a save ends effect.
Javelin of Faith (A): The spell also deals +1d6 damage against an undamaged target.
That's Your Best Shot? (A): Once per battle as a free action after you have been hit (but not dropped to 0 hp or below), you make take a recovery. If escalation die is <2, only 50% heal.