Cleric
Base Class: Cleric

The Guardian Domain relies on Angelic Guardians to deal damage and control the battlefield.

Guardian Domain Spells

Cleric Level Spells

1st

Angelic Guardians, Radiant Step

3rd

Branding Smite, Moonbeam

5th

Revivify, Smite of Justice

7th

Guardian of Faith, Stoneskin

9th

Flame Strike, Guardian Strike

Bonus Cantrip

When you choose this domain at 1st level, you gain the Guidance cantrip if you don’t already know it.

Also at 1st level, you can protect an ally from an enemy attack. When a creature other than yourself is attacked by a creature within 30 ft. that you can see, you can use your reaction to immediately move into an unoccupied space next to the target, and you become the target for the attack. Once the attack is completed, you may then cast Angelic Guardians. You must use a spell slot or a Channel Divinity slot to cast You must use a spell slot or a Channel Divinity slot to cast.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short rest.

Bonus Proficiencies

1st-level Order Domain feature

You gain proficiency with heavy armor and warhammers.

Channel Divinity: Protection of Guardians

You can use Channel Divinity and present your holy symbol to cast Angelic Guardians at half your cleric level rounded up.

You regain all expended uses when you finish a long rest.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 12th level in this class.

Channel Divinity: Radiant Weaponry

When you use a spell that adds radiant damage to your weapon, you can use Channel Divinity and present your holy symbol to target an additional creature to gain the same effect. At 10th level you can target a second target to gain the spells effect.

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with radiant energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 radiant damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Guardian Might

Your Angelic Guardians range is doubled. Enemies in the Angelic Guardians range have disadvantage on saving throws against any spell that deals radiant damage and your melee attacks against them have advantage. On your turn, if a creature is damaged by radiant damage from any source and is in melee range, you can make an additional melee attack against the creature. You can only gain this ability once per turn.

Previous Versions

Name Date Modified Views Adds Version Actions
11/26/2021 2:20:51 PM
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12/2/2021 2:11:39 PM
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12/2/2021 3:21:40 PM
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