Base Class: Cleric
Those gods that preside over the Aegis domain are gods whose spheres include defense, fortitude, protection, and shelter. To those deities, to protect and to weather the storms of life are ideals to live and strive for.
Clerics of this domain travel quite frequently, employing their services in sacred bastions, in the defense of the weak and innocent, and offering their hand at building shelters and fortifications to those in need. Many of these clerics go on to serve as guards, soldiers, or as a member of a vanguard, and more often than not these clerics carry and wield a shield with them wherever they journey.
Domain Spells
You gain domain spells at the cleric levels listed in the Aegis Domain Spells table. See the Divine Domain class feature for how domain spells work.
Cleric Level | Spells |
1st | Sanctuary, Shield |
3rd | Arcane Lock, Warding Bond |
5th | Protection from Energy, Tiny Hut |
7th | Guardian of Faith, Resilient Sphere |
9th | Antilife Shell, Wall of Stone |
Bonus Proficiencies
Starting at 1st level, you gain proficiency with heavy armor and martial weapons.
As well, you gain proficiency in Carpenter's Tools.
Shielding Aura
Also at 1st level, you can use a bonus action on your turn to gain temporary hit points equal to twice your Cleric level, which last until the start of your next turn. If you are wielding a shield when you use this feature, you instead gain temporary hit points equal to three times your Cleric level.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain any expended uses when you finish a long rest.
Channel Divinity - Impenetrable Shield
At 2nd level, you can call forth divine power to shield a creature from harm.
When a creature within 30 ft. of you makes an attack roll against you or a friendly creature you can see, you can use your reaction to expend a use of your Channel Divinity and grant that creature a +5 bonus to its AC until the start of its next turn. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Elite Defender
At 6th level, your ways to defend yourself have been bolstered, granting you the following benefits:
- Wielding a Shield increases your AC by 3 instead of 2.
- When you hit a creature while you have temporary hit points, you can choose to expend any number of temporary hit points up to half your Cleric level (rounding down). When you do so, the target of your attack takes additional damage equal to the number of temporary hit points you expend.
- When you make an Intelligence check pertaining to the defensive qualities of a structure, your proficiency bonus is doubled if it applies to the check.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine power.
Once on each of your turns when you hit a creature with a weapon attack, you can case the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Bulwark
By 17th level, your defense is unparalleled.
All damage you take is reduced by 5.
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