Cleric
Base Class: Cleric

Guardian Domain Clerics are often protectors healing and supporting their allies using their own bodies as a shield. There bravery is often mistaken for recklessness, due to how much risk is associated with the front lines. The gods often send in angelic protectors to assist these priests to help him.

Guardian Domain Spells

You always have these spells prepared when you reach the appropriate level

1st level: Protection from Evil and Good, Compelled Duel

3rd: Aid, Warding Bond

5th: Intellect Fortress, Slow

7th: Guardian of Faith, Resilient Sphere

9th: Wall of Force, Endure

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor

Protective Magic

Starting at 1st level, when you cast a spell that restores hit points, the targeted creature also gains half as many temporary hit points (rounded down) to a max of 100. If a spell targets multiple creatures, choose one creature that benefits from this effect.

Channel Divinity: Guardian Angel

At 2nd level, you can use your Channel Divinity to summon a divine emissary to aid.

 

As an action, you present your holy symbol, and in a flash of radiance, a Guardian Angel appears in an empty space of your choice within 5ft of you. The angel is friendly to you and your companions and obeys your commands. When you gain this feature, choose the nature of your angel: radiant or necrotic. This will affect your abilities in the stat block.

 

See this creature’s game statistics in the Guardian Angel stat block, which uses your proficiency bonus (PB) in several places. You determine the angel’s appearance. Some angels take the form of a humanoid angelic figure dressed with pure garments. While many others espouse a more eldritch appearance.

 

In combat, the angel shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the angel can take any action of its choice, not just Dodge.

 

The guardian appears for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the angel again, or until you die.

 

Guardian Angel Stat Block

AC: 10+PB
HP: 5+5 times cleric level
Speed: 0ft. Fly 10ft hover

type : Mediums Celestial Unaligned

Stats:

Str: 10 (0)

Dex: 14 (+2)
Con: 14 (+2)
Int: 13 (+1)
Wis: 15 (+2)
Cha: 11 (0)


Damage Immunities: Radiant or Necrotic
Condition Immunities: blinded, charmed, frightened, grapple, prone, restrained

Senses: blind sight 60ft. (Blind beyond this radius) passive perception 12

Languages: Understands the language you speak\

Challenge Rating:- Proficiency Bonus: Equals yours

 

Traits: 

Incorporeal Being, The angel can move through other creatures as if they were difficult terrain

 

Actions:
Divine Blade. Melee Weapon Attack: your spell attack modifier to hit, range 10ft., one target you can see. Hit: 1d6+PB radiant or necrotic damage and the angel regains half as many hit points


Bonus Actions:
Reality Warp. The angel teleports to an empty space adjacent to an allied creature within 60ft of it.


Reactions:
Self Sacrifice. When a creature other than the angel is hit by an attack while within 30ft of the angel, the angel can teleport into the creature’s space, taking the damage instead of the creature. To do so, the angel must be able to see both the creature and the attacker

Angelic Protection

Starting at 6th level, when you use your Channel Divinity to summon a Guardian Angel, it immediately casts warding bond (no action required) on a friendly creature that it can see (you included), ignoring the components of the spell.

Guardian Strike

At 8th level, you gain the ability to taunt your foes with your weapon attacks. Once on each of your turns when you hit a creature with a weapon attack, The creature has disadvantage on attack rolls on creatures other than yourself or your guardian angel until the start of your next turn. When you reach 14th level you can deal an extra 1d8 radiant or necrotic damage. Gaining temporary hit points equal to the results of the extra damage. Your Guardian Angel also gains this effect.

Holy Warden

At 17th level, when your Guardian Angel casts, warding bond, it can target a number of allied creatures (including you) equal to your Wisdom modifier (The spell functions as if the angel had warding bond with each individual creature. In addition, upon being summoned, the Guardian Angel gains temporary hit points equal to 5 times the number of creatures targeted by the spell.

 

Once you use this feature, you can’t use it again until you finish a long rest.

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