Cleric
Base Class: Cleric

The Defence Domain focuses on enhancing allies by boosting their protective capabilities. They devote themselves to supporting their allies. Clerics of Defence meditate on how better to enhnace and support. 

Domain Spells

1st-level Defence Domain feature

You gain domain spells at the cleric levels listed in the Defence Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Order Domain Spells

Cleric Level Spells
1st cure wounds, healing word
3rd shield of faith, shield
5th mass healing word, slow
7th mass cure wounds, locate creature
9th commune, wall of force

Bonus Proficiencies

1st-level DefencerDomain feature

You gain proficiency with heavy armor. You also gain proficiency in the Athletics or [Tooltip Not Found] skill (your choice).

Divine Defence

1st-level Defence Domain feature

You can alter the abjurative properties surrounding your allies by sacrificing your own. When an enemy you can see within 60 ft declares an attack you can use your reaction to swap your AC with an ally. You can do so after the dice is rolled but before its confirmed to hit or not.

Channel Divinity: Ascended Abjuration

2nd-level Defence Domain feature

You can use your Channel Divinity to enhance your allies defences

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 60 feet of you, gains +4 to their AC until the start of your next turn.

Evoke Enhancements

6th-level Defence Domain feature

You have become remarkably adept at enhancing the defence of your allies.

You can use your action to make your allies resistant to all damage until the start of your next turn. Once per day, resets on a long rest.

Shield Wall

8th-level Defence Domain feature

You gain the ability to form a physical and magical shield wall. 

You can use your bonus action to make a shield wall, if you are within 5ft of an ally in a horizontal line. All creatures in the shield wall have a minimum Ac of 24, but have disadvantage on all attacks while in the shield wall.
You make dex saves as a group while in the shield wall taking the lowest score for all and have a +10 for str checks against being pushed. Lasts until the start of your next turn. A creature can use its Bonus action to leave the wall early.

Utimate defence

17th-level Defence Domain feature

 

You have perfected protective empowerment. Each spell you cast increases a number of allies Ac equal to the spell level cast until the start of your next turn. You can target a number of allies equal to half the spells level (min 1)

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