Base Class: Cleric
The invading undead are relentless; tearing through the houses of the village, a family clutches together for safety in their cellar. The sounds of the monsters pound against the door, and it will not hold for much longer. As board peel away, the family sees the glowing eyes of the insatiable zombies breaking their way in. As the final board gives way, a glimmering barrier blocks off the entrance to the cellar. A moment later, the zombies are turned to ash. As sunlight pours in through the glimmering barrier, an imposing warforged stands before them, wreathed in light. A 4 fingered hand symbol ceases glowing on its tower shield and the barrier disappears. It extends a hand down and says "You are safe now".
A cleric of the Protection Domain seeks to prevent harm and danger wherever possible. They believe that simply healing the damage done by evil is not enough, as evil should never be allowed to strike in the first place.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Protection Domain Spells
Cleric Level |
Spells |
| 1st | alarm, floating disk |
| 3rd | pass without trace, warding bond |
| 5th | counterspell, magic circle |
| 7th | guardian of faith, private sanctum |
| 9th | antilife shell, wall of force |
Protect the Meek
Also starting at 1st level, you learn the shield spell and always have it prepared. It counts as a cleric spell and does not count against the number of spells you have prepared. Additionally, you can target other creatures with this spell, and it has a range of 10 ft.
Channel Divinity: Divine Bulwark
Starting at 2nd level, you can use your Channel Divinity to create a holy barrier.
As an action, you present your holy symbol and create a transparent barrier that is 15 ft. long and 15 ft. tall within 30 ft. of you. The barrier can be placed at any orientation and it does not have to be touching the ground. When you create the barrier, you select one or more of the following creature types: abberations, celestials, elementals, fey, fiends, undead. Creatures of that type cannot pass through the barrier.
If a creature of the chosen types makes an attack that passes through the barrier, they make that attack with disadvantage. Furthermore, if a creature of the chosen types forces a target to make a saving throw, the target can use its reaction to gain advantage on the saving throw if it is within 5 ft. of the barrier. You can move the barrier up to 15 ft. in any direction as a bonus action while it remains. The barrier disappears after 1 minute, or if you lose concentration as if concentrating on a spell.
Ritual of Resilience
Beginning at 6th level, you can ward your allies against the dangers to come by performing a ritual that can be completed over a long rest. When you complete a long rest, a number of creatures within 10 ft. of you equal to your proficiency bonus gain the following benefits:
- Gain a number of temporary hit points equal to your cleric level
- Gain resistance to one of the following damage types of your choice for 8 hours: fire, lightning, poison, acid, cold, thunder
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
I Am Your Shield
Starting at 17th level, when you complete a long rest, you can increase your allies AC using your proficiency bonus. You split up this bonus among creatures affected by your Ritual of Resilience, and it lasts until you begin your next long rest.
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