The Protection Domain focuses on the wellbeing of those that come within range of their safeguarding. The gods of protection know that there are many people that cannot fend for themselves, or don't have the means to gain the proper training or equipment to fight back. Deities 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.
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.
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Spectral Protection
As a protector, you can create spectral shields to protect those around you. As an action, you choose a number of willing creatures within 30ft of you (this can include yourself) equal to your proficiency bonus. You create these shields for a duration of 1 minute (ten rounds) or until you use this feature again. The AC increase and the usage of the shields that you provide to the creatures of your choice grow as you gain levels in this class.
Starting at level 1, the AC increase is 1 and can be used once long rest. The AC and usage both scale by 1 when you reach 5th level to a total of two, 11th level to a total of three, and 17th level to a total of four.
Channel Divinity: Extend Ward
Starting at 2nd level, you can use your Channel Divinity to protect a creature from an oncoming attack by extending a ward to block the attack.
As a reaction, you present your holy symbol to add an AC bonus to the target creature equal to your wisdom modifier that lasts until the start of your next turn. If the attack then misses, the target of the ward is healed for 1d8 + wis modifier. The target must be within 30ft of you. The healing cannot 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.
Sentinel of Life
Also at 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 15 feet of you fails a saving throw, you can potentially turn that fail into a save by adding your wisdom modifier (minimum of 1) to the throw.
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.
At 18th level, the range of your impediment increases to 30ft.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Immotable 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.
"Domain Spells" says 1st-level Protection Domain feature under it, which normally wouldn't be so weird, but none of the other features have it. Otherwise, I like the spell choices!
"Spectral Protection" is incredibly overpowered. Setting aside the fact that you can currently use it however many times you want, it's a not insignificant (at least by 5th level) boost to AC that can affect a large number of people at higher levels. It's too weak at 1st-4th level, and WAY too strong at or above 5th. Also, Wisdom should be capitalized and neither of the notes in parenthesis are necessary. I can't think of anything to replace it with, but if you had any alternatives that you decided not to use for that feature, consider trying them.
"Channel Divinity: Extend Ward" is really cool in concept, but in practice it gives a max of +5 AC for a round (equivalent of first level spell shield) and a cure wounds at the cost of a channel divinity, which is generally more powerful than that. I think that changing it so that it can also work on saving throws and the healing starts out as 2d8 would make it more worth the channel divinity. Also, remember to be more specific on what allows you to take the reaction, and capitalize Wisdom.
"Sentinel of Life" is cool and seems pretty balanced. Just remember to capitalize Wisdom.
"Immotable Defense" is a cool feature, despite immotable not being a word (did you mean immutable?). My only suggestion would be to make it so that you can only give the resistances for a minute per short/long rest.
That's about all!
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
"Domain Spells" says 1st-level Protection Domain feature under it, which normally wouldn't be so weird, but none of the other features have it. Otherwise, I like the spell choices!
"Spectral Protection" is incredibly overpowered. Setting aside the fact that you can currently use it however many times you want, it's a not insignificant (at least by 5th level) boost to AC that can affect a large number of people at higher levels. It's too weak at 1st-4th level, and WAY too strong at or above 5th. Also, Wisdom should be capitalized and neither of the notes in parenthesis are necessary. I can't think of anything to replace it with, but if you had any alternatives that you decided not to use for that feature, consider trying them.
"Channel Divinity: Extend Ward" is really cool in concept, but in practice it gives a max of +5 AC for a round (equivalent of first level spell shield) and a cure wounds at the cost of a channel divinity, which is generally more powerful than that. I think that changing it so that it can also work on saving throws and the healing starts out as 2d8 would make it more worth the channel divinity. Also, remember to be more specific on what allows you to take the reaction, and capitalize Wisdom.
"Sentinel of Life" is cool and seems pretty balanced. Just remember to capitalize Wisdom.
"Immotable Defense" is a cool feature, despite immotable not being a word (did you mean immutable?). My only suggestion would be to make it so that you can only give the resistances for a minute per short/long rest.
That's about all!
Thanks for the feedback and suggestions!
I'll make sure to address that grammar issue and any mentioned! Thanks for the comment on the spells. I was trying to go with spells that thematically bring some sort of protection. In my mind, all the spells on the list bring some sort of protection. I'm glad you liked that idea.
Spectral Protection was one that I was worried about. For the usage issue, I currently have it to where it can be used once per long rest from levels 1-4, from 5th-10th level twice, from 11th-16th level three times, and 17th-20th level 4 times. Hopefully this should limit the number of times this ability can be used and make the cleric decide which battles are important enough to use this subclass feature. The AC increase and number of creatures was a bit more challenging to try and come up with a solution to. I was hoping to do a +4 AC max at the highest levels and increase the number of creatures to eventually 6 total. Essentially the theme would be that as your faith and dedication to protecting others grows (e.g., cleric levels), your spectral shields would grow stronger. Hmmm, maybe a limit to +3 AC and the number of creatures being limited to your wisdom modifier? Or do you think that half proficiency rounded up to both would be a better option?
I also was worried about this one. The channel divinity is a special resource for the Cleric and, as such, should be reflected by an ability that should be used in desperate times. Since the shield spell only applies to the caster, I was thinking that it might be useful to cast it to another creature with a bit of healing as well. Including saving throws into the mix makes me weary, but it could be a potential inclusion. It might just seem overpowered (to me at least) if it's included...what are your thoughts?
Thanks for this one!
As for the capstone ability, if it were to be limited to 1 minute per short or long rest, do you think it should only be limited to being able to transfer the resistances to one creature per rest or to multiple creatures but once the resistance is given to one creature and transferred to a different creature the previous creature can't have the resistances transferred to them again. In other words, once their minute is up, they can't receive the resistance again, but it can still be applied to different creatures.
Either way, thanks for the replies! I love being able to brainstorm this to try and create a balanced subclass, so I appreciate your feedback!
Making Spectral Protection affect a number of targets equal to Wisdom and capping the AC boost to +3 would make the effect more powerful at earlier levels and less powerful at later levels, so I think that's a great idea! I realize now that my idea for the channel divinity isn't great and is really stepping on the later feature's toes. Maybe something akin to the Abjuration Wizard's Arcane Ward and Projected Ward features would be better? For the capstone, I think that the cleric should only be able to give it out once per long rest, instead of each other character only being able to receive it once per long rest. Limiting it is really important so that it still feels like the cleric's feature- if somebody else is always using it, it's less special.
If it's not too much trouble, I would really appreciate if you could help me balance my own Cleric subclass, Christmas Domain. I feel like it's too powerful, but I don't really know how to fix it. I've already made a post asking for help on here, but nobody really replied.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
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The Protection Domain focuses on the wellbeing of those that come within range of their safeguarding. The gods of protection know that there are many people that cannot fend for themselves, or don't have the means to gain the proper training or equipment to fight back. Deities 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.
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
1st
bless, shield
3rd
aid, warding bond
5th
counterspell, protection from energy
7th
aura of purity, death ward
9th
antilife shell, circle of power
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Spectral Protection
As a protector, you can create spectral shields to protect those around you. As an action, you choose a number of willing creatures within 30ft of you (this can include yourself) equal to your proficiency bonus. You create these shields for a duration of 1 minute (ten rounds) or until you use this feature again. The AC increase and the usage of the shields that you provide to the creatures of your choice grow as you gain levels in this class.
Starting at level 1, the AC increase is 1 and can be used once long rest. The AC and usage both scale by 1 when you reach 5th level to a total of two, 11th level to a total of three, and 17th level to a total of four.
Channel Divinity: Extend Ward
Starting at 2nd level, you can use your Channel Divinity to protect a creature from an oncoming attack by extending a ward to block the attack.
As a reaction, you present your holy symbol to add an AC bonus to the target creature equal to your wisdom modifier that lasts until the start of your next turn. If the attack then misses, the target of the ward is healed for 1d8 + wis modifier. The target must be within 30ft of you. The healing cannot 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.
Sentinel of Life
Also at 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 15 feet of you fails a saving throw, you can potentially turn that fail into a save by adding your wisdom modifier (minimum of 1) to the throw.
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.
At 18th level, the range of your impediment increases to 30ft.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Immotable 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.
This is really cool! A few things, however...
That's about all!
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Thanks for the feedback and suggestions!
Either way, thanks for the replies! I love being able to brainstorm this to try and create a balanced subclass, so I appreciate your feedback!
Making Spectral Protection affect a number of targets equal to Wisdom and capping the AC boost to +3 would make the effect more powerful at earlier levels and less powerful at later levels, so I think that's a great idea! I realize now that my idea for the channel divinity isn't great and is really stepping on the later feature's toes. Maybe something akin to the Abjuration Wizard's Arcane Ward and Projected Ward features would be better? For the capstone, I think that the cleric should only be able to give it out once per long rest, instead of each other character only being able to receive it once per long rest. Limiting it is really important so that it still feels like the cleric's feature- if somebody else is always using it, it's less special.
If it's not too much trouble, I would really appreciate if you could help me balance my own Cleric subclass, Christmas Domain. I feel like it's too powerful, but I don't really know how to fix it. I've already made a post asking for help on here, but nobody really replied.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)