Base Class: Cleric
As a cleric of the guardian domain, you are a stalwart defender and protector of the innocent. Your passion is to serve and protect while uprooting corruption and seeking out evil and vanquishing it in the name of your divine patron.
Bonus Cantrip
When you choose this domain at 1st level, you gain the spare the dying cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Martial Prowess
You are proficient in the use of Martial Weapons and Heavy Armor.
Barrier
At 1st level, when you are attacked or another creature you can see within 60-ft of you is attacked, you can use your reaction to create a barrier to + your wisdom modifier to your AC or their AC. This lasts until the end of your next turn. This does not protect against area of effects, such as a fireball spell.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Holy Light
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and blinding your foes.
As an action, you present your holy symbol, and any magical darkness within 60 feet of you is dispelled. Additionally, each hostile creature within 60 feet of you must make a CON saving throw against your spell save DC. A creature is blinded on a failed saving throw for 1 minute. A creature that has total cover from you or that does not rely on sight to see is not affected. Fiends and Undead have disadvantage on their save.
Channel Divinity: Protect
Starting at 6th level, you have earned an additional way to use your channel divinity when you present your holy symbol, you can grant resistance to one damage type of your choice to yourself and up to six creatures that you can see within 30-ft of you. This resistance lasts for 1 minute or until you become incapacitated or drop to 0 hit points. Alternatively, you can heal yourself and up to six creatures that you can see within 30-ft of you for 2d10+your wisdom modifier.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Judgment
Starting at 17th level, you can unleash a radiant blast of light that falls from the sky affecting all hostile creatures within a 60-ft radius, centered on a point you can see. Affected creatures must make a CON saving throw against your spell save DC. Affected creatures that fail their save are blinded for 1 minute, while those that save are not blinded and take only half damage. Fiends and Undead have disadvantage on their save.
Once you have used this, you cannot use it again until next dawn.