Base Class: Cleric
Deities that preside over this divine domain teach their followers to stay vigilant, sheltering and guarding the weak and innocent from oppression and tyranny.
Clerics of this faith often travel the lands in search of settlements that require aid, as well as seeking out evils to defeat. Clad in sturdy plate and iron shield, they plant themselves firmly between vessels of destruction and their allies, channeling powerful magic to create impenetrable barriers.
Domain Spells
You gain domain spells at the cleric levels listed in the Protection Spells table. See the Divine Domain class feature for how domain spells work.
Protection Spells
| Cleric Level | Spells |
| 1st | Protection from Evil and Good, Shield of Faith |
| 3rd | Aid, Warding Bond |
| 5th | Protection from Energy, Spirit Guardians |
| 7th | Guardian of Faith, Resilient Sphere |
| 9th | Antilife Shell, Wall of Force |
Bonus Proficiencies
You gain proficiency with martial weapons and heavy armor.
Vigilant Guardian
At 1st level, you are always ready to guard your allies.
You add your proficiency bonus to your initiative rolls. Moreover, you learn the Resistance cantrip, which doesn't count against the number of Cleric cantrips you know. For you, it has a range of 30 ft., and you can cast it as a bonus action.
Channel Divinity - Divine Shield
At 2nd level, you can present your holy symbol and channel divine magic.
As an action, you can expend a use of your Channel Divinity to choose a number of creatures up to your Wisdom modifier (minimum 1) that you can see within 30 ft. of you. The chosen creatures gain temporary hit points equal to 1d10 + twice your Cleric level. These temporary hit points last for 1 minute. While a creature has these temporary hit points, it also gains a bonus to its AC equal to half your proficiency bonus.
Prayer of Warding
At 6th level, your prayers can ward allies against harm.
When you or another creature you can see within 10 ft. of you is hit by an attack roll or is forced to make a saving throw, you can use your reaction to grant a bonus to the target's AC against the triggering attack, or the saving throw it makes. The bonus equals your Wisdom modifier (minimum +1). If you grant this bonus to a target that makes a saving throw, you can choose to do so after the roll, but before the DM says whether the roll succeeds or fails.
You can use your reaction in this way a number of times equal to your Proficiency bonus, and you regain any expended uses when you finish a long rest.
Divine Strike
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, this extra damage increases to 2d8.
Divine Protection
At 17th level, the power of your deity has enshrouded you with its divine blessing.
You gain resistance to bludgeoning, piercing, and slashing damage, and your choice of Necrotic or Radiant damage. Whenever you finish a short or long rest, you can change between these two damage types.
Moreover, when a creature has temporary hit points from your Divine Shield Channel Divinity, it also has resistance to the damage types you gain from this feature.
Necrotic
You are resistant to Necrotic Damage.
Radiant
You are resistant to Radiant Damage.
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