Cleric
Base Class: Cleric

The shield is considered to be one of the most impressive and hopeful symbols of protection throughout the known world. It causes those that wish to be protected to feel safe as well as it makes the evils of this world think twice about attacking. The shield is a symbolic piece of equipment that when in the right hands can be just as deadly as a well oiled blade, though the ones wielding it would rather defend their allies than strike down their enemies. To a warrior of the Shield Domain, the best possible offense is an unbeatable defense.

Domain Spells

1st-level Shield Domain feature

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Order Domain Spells

Cleric Level Spells
1st alarm, heroism
3rd pass without trace, warding bond
5th counterspell, magic circle
7th guardian of faith, private sanctum
9th antilife shell, wall of force

Bonus Proficiencies

1st-level Shield Domain feature

You gain proficiency with heavy armor and martial weapons. 

Shield of the Divine

1st-level Shield Domain feature

You learn the shield spell and always have it prepared. It counts as a cleric spell and does not count against the number of spells you have prepared. Additionally, you can target other creatures with this spell out to a range of 15 ft.

Also, as part of your training with blade and shields, you have learned how to perform the somatic components of spells even when you have weapons or shield in one or both hands.

Channel Divinity: Divine Bulwark

2nd-level Shield Domain feature

As an action, you present your holy symbol and create a transparent barrier that is 15 ft. long and 15 ft. tall within 30 ft. of you. The barrier can be placed at any orientation and it does not have to be touching the ground. When you create the barrier, you select one or more of the following creature types: abberations, celestials, elementals, fey, fiends, undead. Creatures of that type cannot pass through the barrier.

If a creature of the chosen types makes an attack that passes through the barrier, they make that attack with disadvantage. Furthermore, if a creature of the chosen types forces a target to make a saving throw, the target can use its reaction to gain advantage on the saving throw if it is within 5 ft. of the barrier. You can move the barrier up to 15 ft. in any direction as a bonus action while it remains. The barrier disappears after 1 minute, or if you lose concentration as if concentrating on a spell.

Ritual of Protection

6th-level Shield Domain feature

Beginning at 6th level, you can ward your allies against the dangers to come by performing a ritual that can be completed at the end of a long rest. When you complete a long rest, a number of creatures you touch equal to your proficiency bonus gain the following benefits:

  • Gain a number of temporary hit points equal to your wisdom modifier plus your cleric level.
  • Gain resistance to one of the following damage types of your choice for 8 hours: fire, lightning, poison, acid, cold, thunder.

Offer Thy Protection

8th-level Shield Domain feature

Starting at 8th level, you can bolster your allies with the divine protection of your faith. As a bonus action you can extend out your will to a number of creatures equal to your proficiency bonus within 30ft of you. You cannot target yourself or creatures wearing heavy armor with this ability, as your protection can only protect others that are less armored. Each affected creature gets a bonus to their Armor Class equal to half your Wisdom Modifier (rounded up) for 10 minutes. You can do this 3 times per long rest.

Avatar of Protection

17th-level Shield Domain feature

At 17th level, creatures affected by your Ritual of Protection also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

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