Base Class: Cleric
The Protection domain focuses on the well being of those that come within range of their shields. The gods of protection know that there are many people that can not fend for themselves, or don't have the means to gain the proper training or equipment to fight back. Dieties of both good and evil can claim this domain as their own. Some use it to protect the weak while others use it to protect those that would do unspeakable horrors. All aspects need protection.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and shields.
Protection Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | protection from evil and good, shield |
| 3rd | protection from poison, warding bond |
| 5th | protection from energy, glyph of warding |
| 7th | freedom of movement, stoneskin |
| 9th | dispel evil and good, greater restoration |
Protections Grace
Also starting at 1st level, your protection spells are more effective. Whenever you use a spell of 1st level or higher to increase ac or add resistance to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Channel Divinity: Extend Ward
Starting at 2nd level, you can use your Channel Divinity to protect a creature from an oncoming attack.
As a reaction, you present your holy symbol to add an AC bonus to the target creature equal to the cleric's wis modifier. If the attack misses then misses, the target of the spell is healed for 1d8 + wis modifier. The target must be within 30ft of you. The healing can not affect undead or a construct.
At level 8, the amount of healing increases to 2d8 + wis modifier.
At level 14, the amount of healing increases to 3d8 + wis modifier.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At level 18, the range of the aura increases to 30 feet.
Fortify Health
At 8th level, whenever you cast a spell that restores hit points to a creature and they don't already have temporary hit points, they gain temporary hit points equal to half the amount healed by your spell. This does not work on undead or constructs. Normal healing is applied before the temporary hit points are.
Indomitable Defense
At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Previous Versions
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11/17/2019 5:58:05 AM
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Posted Apr 9, 2022Adding this one to my Homebrew campaign!
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Posted Mar 2, 2020Thanks for the comment, it's greatly appreciated. I hope it works out well for your games.
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Posted Feb 27, 2020Considering the original can't be posted (I tried), and that other attempts at this by other users are kind of all over the place, I commend your efforts. It seems very well thought out and definitely more focused than the original material. I'm sorry to see others do not share this sentiment. Keep up the good work.