Cleric
Base Class: Cleric

Gods of Protection are typically Lawful and promote the ideals of duty, sacrifice, and vigilance. Good, Neutral, and Evil deities can all lay claim to this domain - one can safeguard a terrible villain just as easily as a virtuous hero. In the Realms, deities of this domain include Bahamut, Berronar Truesilver, Garl Glittergold, Gorm Gulthyn, Helm, Laduguer, Lendys, Luthic, Torm, Vandria Gilmadrith, and Yondalla.

Clerics of the Protection Domain are charged with establishing magical defenses both on the battlefield and within the shrines and temples of the deities they serve. Like War Clerics, they are often members of martial orders, or of a city or country's army or defense force. More rarely, they may be scholars seeking to further develop the art of warding, or defenders and champions of specific individuals chosen by their deities for their own inscrutable purposes.

Domain Spells

1st-level Protection Domain feature

You gain domain spells at the cleric levels listed in the Protection Domain Spells table. See the Divine Domain class feature for how domain spells work.

Protection Domain Spells
Cleric Level Spells

1st

heroism, shield of faith

3rd

enhance ability, warding bond

5th

magic circle, protection from energy

7th

death ward, stoneskin

9th

hallow, wall of force

Protect the Fallen

1st-level Protection Domain feature

When a creature that you can see that is within 60 feet of you becomes incapacitated, falls unconscious, or drops to 0 hit points, you can cast the Sanctuary spell on that creature as a reaction, even if you don't have the spell prepared.

Symbiotic Warding

1st-level Protection Domain feature

When you cast a beneficial spell with a non-instantaneous duration that normally affects a single creature, you can choose for it to affect both yourself and another ally within 30 feet.

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: Protective Ward

2nd-level Protection Domain feature

You can use your Channel Divinity to ward your allies from harm.

As an action, you present your holy symbol, and select up to 3 allies that are within 30 feet of you. Each target gains a number of temporary hit points equal to two times your cleric level, and becomes resistant to one of the following damage types of your choice: bludgeoning, piercing, slashing, necrotic, or radiant. When the temporary hit points are expended, the damage resistance ends.

Channel Divinity: Spell Turning

6th-level Protection Domain feature

As a reaction, when you or an ally within 60 feet is the target of a spell that affects only a single creature, you can you can use your Channel Divinity to attempt to avert the spell or even reflect it back at its caster. Make a contested spellcasting ability check versus the spell's caster, rolling with advantage if the target is currently benefiting from your Symbiotic Warding feature. On a failure, you still grant the target a measure of magical protection, and it has advantage on any saving throw the spell requires. On a success, the spell is successfully deflected, and the target is unaffected. If you successfully deflect the spell, and you have a spell slot of the same level as it, you can expend this spell slot to reflect the spell back at its caster. You use your own spell save DC, attack bonus, and spellcasting ability for this reflected spell.

At your DM's discretion, you may also use this feature when a creature uses a single-target spell-like ability, such as a lich's Frightening Gaze, but you can only avert such abilities, not reflect them.

Potent Spellcasting

8th-level Protection Domain feature

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

Ward Mastery

17th-level Protection Domain feature

You have mastered the art of warding, granting you the following benefits:

  • You know the Globe of Invulnerability, Forcecage, Mind Blank and Foresight spells. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
  • You can move through barriers of force, such as those created by the Wall of Force and Forcecage spells, as if traversing difficult terrain.
  • When you use your Symbiotic Warding feature, you can target yourself and up to two other allies within 30 feet of you, up from one.

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