Cleric
Base Class: Cleric

Gods of borders include gods of doors, thresholds, and boundaries, as well as those deities concerned with the crossing of borders, such as death or rebirth deities. Gods such as Terminus, Janus, Aoskar, Osiris, and Heimdall preside over this domain. Some household deities, such as Hestia and Estanna, may also hold power over borders. 

Clerics of the Border Domain recognize borders and boundaries as both a dividing and protecting force, and the crossing of them as a symbol of unity and growth. They use their powers to lay protective wards around cities and homes, work to remove harmful borders, and encourage the crossing of limiting thresholds.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Blessing of the Border

At first level, you are adept in warding areas. Choose an area no larger than a 30 foot cube. By spending 1 minute drawing a boundary line around the area, you impart the following benefits:

  • As long as you are within 1 mile of the boundary, you detect the presence of any creature that crosses the border into or out of your warded location. You automatically know the alignment and creature type of the intruders, as well as their exact identities if you have interacted with them at least once in the past. 
  • You are alerted if divination magic or magical transport is attempted into the warded area.
  • You are alerted if the boundary line has been broken.

Once drawn, the boundary line is magically hidden. The line cannot be broken by physical means, but a Dispel Magic against your spell save DC breaks the line. As an action, you can dispel the border before its duration ends. 

This blessing lasts for 8 hours, or until you use it again.

Channel Divinity: Divine Sanctuary

At second level, you have learned to ward areas in combat. As an action, you present your holy symbol and ward a number of 5ft cubes up to your proficiency bonus. Only creatures that you designate can enter these zones. Any creature who targets a creature within a warded zone with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. A zone doesn’t protect the warded creature from area Effects, such as the explosion of a Fireball. 

A zone lasts for 1 minute, until you lose concentration (as if you were concentrating on a spell), or until a creature inside the zone makes an attack or casts a spell that affects an enemy creature. 

Blessing of the Threshold

At sixth level, you have learned to expand the magic of your warded areas. Your Blessing of the Border Feature gains the following benefits:

  • You can ward a number of areas equal to your proficiency bonus, and regain all expended charges when you finish a long rest. 
  • You can target a 60 foot cube instead of a 30 foot one.
  • Your Blessing of the Border lasts for 24 hours, instead of 8. In addition, when you use your Blessing of the Border feature, you can touch a door or doorway that you can fit through and mark it with the symbol of your deity. The area within a 60 foot cube centered on the door or doorway is magically warded. As an action, when you step through the threshold of a marked doorway, you can choose to teleport to another marked doorway on the same plane. You can take a number of creatures up to your wisdom modifier that are your size or smaller within 30 feet of you with you when you teleport, and you reappear in the nearest unoccupied space(s) of the doorway. 

The mark and blessing lasts for the duration, or until the boundary line or doorway is destroyed. If you attempt to teleport to a doorway that has been destroyed, you and every creature traveling with you each take 4d6 force damage and the teleport fails.

Potent Spellcasting

 Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Permanent Borders

Starting at 17th level, the wards and marks created by your Blessing of the Border or Blessing of the Threshold feature become permanent. You still cannot have more wards or marks than your proficiency bonus at any given time. 

You can dispel a ward or mark as an action.

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