Base Class: Cleric
The Preservation domain's focus lies in the overall protection of life, revering the great forests and the animals within as the purest form of existence. Clerics who take this domain do not believe in a god, rather, they place their faith in the world as a whole, striving to do anything they can to protect it. Should harm come to their compatriots, they are versed in healing magic, easily prepared to undo any damage that might appear.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Adherent to Safety
At 1st level, you know a prayer of protection to shield your allies in combat. Whenever you take a short or long rest, you may choose a number of willing creatures, up to your Wisdom modifier. Those creatures gain 1d4 + your cleric level in temporary hit points. These hit points last until the next short or long rest.
Druid Lore
Also, when you choose this domain at 1st level, you learn two Druid cantrips of your choice and gain proficiency in Wisdom (Survival).
Channel Divinity: Animalistic Awakening
Starting at 2nd level, you can use your Channel Divinity to call upon the spirits of the forest, gaining their abilities.
As an action, you hold aloft your holy symbol, beseeching the forest spirits for aid. Choose one animal spirit you wish to inhabit your soul and for 10 minutes, gain various affects depending on the spirit.
Wolf: You evoke the instincts of the ever aware wolf. Gain advantage on Wisdom (Perception) checks that rely on sight, sound and smell.
Falcon: Calling upon the nimbleness and speed of the falcon, you gain a flying speed equal to half of your base walking speed.
Ox: Empowered by the strength of the ox, you count as one size larger with your carrying capacity and the weight you can push, drag or lift.
Fox: The silent presence of the fox infiltrates your soul. You gain advantage on Dexterity saving throws and Dexterity (Stealth) checks.
Dolphin: Blessed with the aquatic grace of the dolphin, you gain a swimming speed equal to half of your base walking speed. Additionally, you gain the ability to breathe underwater.
Rejuvenating Aura
Beginning at 6th level, you radiate an aura of vitality. When you take a short rest, you can choose a number of friendly creatures, to include yourself, up to your Wisdom modifier. The chosen creatures are overcome with a sense of renewed vigor, their aches and pains being washed away. If hit dice are spent during the short rest, you may choose one of the following two options below:
- You add your spellcasting modifier to each hit dice spent
- A number of hit dice less than or equal to half of your spellcasting modifier, rounded down are not consumed
You can only use this ability once per day.
Advanced Druid Lore
Also at 6th level, you learn two 1st-level Druid spells of your choice. These spells do not count against your number of prepared spells and you gain expertise in Wisdom (Survival).
Nature's Ward
At 8th level, you gain the ability to protect yourself and allies with natural energy. As an action, you create a 20-foot-radius sphere centered on yourself. Each friendly creature inside the sphere, including yourself, gain +2 AC and resistance to a damage type of your choice until the end of your next turn. You can only activate this ability once per long rest.
When you reach 14th level, the radius of the sphere extends to 30-feet.
Everlasting Protection
Starting at 17th level, when you or a friendly creature you can see would take damage, as a reaction, you may have them take half that damage. If the damage type is fire, thunder, lighting, or cold, they may take no damage instead. You may use this ability a number of times equal to your Wisdom modifier. You regain all uses of this ability after a long rest.
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