Cleric
Base Class: Cleric

Many gods call upon their followers to protect what they value, but some take the concept of protection as part of their portfolio. Some deities of war (such as Angharradh, Lendys, Vandria Gilmadrith, Torm and Tempus) teach their followers the tenets of defensive warfare, the secrets of armour and shield, and the strategic usage of walls and fortresses. However, gods specifically dedicated to protection also exist, such as Helm, Gaerdal Ironhand, Gorm Gulthyn, Rillifane Rallathil and Arvoreen, who embody the calling to protect people or places. Tymora, goddess of good fortune, is associated with fateful or lucky protection, her followers striving to shield others from misfortune and catastrophe. Eldath, goddess of peace and sacred places, and Auppenser, god of moderation and reason, were associated with this domain due to how they inspired their followers to create and protect safe havens, and to prevent harm where they could.

Channel Divinity: Bulwark of the Martyr

Starting at level 6, you can use your Channel Divinity to create a sphere that offers supreme protection.

 

As an action, you raise your holy symbol and create a sphere of divine energy with a radius of 10 feet around you. This sphere forces enemies to roll a Strength save or be pushed out of its confines, and also forces a Strength save every time they attempt to enter it. It also grants you and allies within it advantage on all saving throws and imposes disadvantage on attack rolls made from outside the sphere aimed at those inside.

 

You may use your action to maintain concentration on the Bulwark (as if it were a spell) for up to a number of rounds equal to your Wisdom modifier. (If you are incapacitated or use your action for anything other than maintaining this effect, the sphere immediately vanishes.) Concentration checks to maintain the Bulwark do not benefit from the advantage the sphere provides.

Shield of the Warden

Starting from level 8, the first time in a round that you would take damage, a spectral shield flares into existence briefly to reduce that damage by 1d8.

 

At level 18, the amount of damage the shield reduces increases to 2d8.

Living Sanctuary

Starting at level 17, your very presence becomes a bastion of safety for your allies. As an action, you may touch your holy symbol and create an aura of protection around you. You gain resistance to all damage. Whenever an ally within 30 feet of you takes damage, you take that damage instead.

 

This effect lasts for 1 minute. Once you have used this ability, you cannot use it again until you’ve finished a long rest.

Bonus Proficiencies

When you take this domain at level 1, you gain proficiency with heavy armour

Safeguard the Ranks

At 1st level, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to interpose your shield, granting the target +1 AC as well as imposing disadvantage on the attack roll. You must be wielding a shield to use this feature.

 

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Aegis of the Fallen

Starting at level 2, you can use your Channel Divinity to protect those who need you the most.

As a reaction to an ally you can see or hear falling unconscious within 60 feet, you can raise your holy symbol and shout the name of your deity or a very short phrase that symbolises your devotion to protect others. As you do so, that ally is enveloped by a ward of divine energy, rendering them immune to all damage until the end of your next turn. This ward ends early if the ally regains consciousness.

Comments

Posts Quoted:
Reply
Clear All Quotes