Cleric
Base Class: Cleric

A spiritual protector of their allies, Clerics who have taken the Guardian Domain are the emotionally and physically strongest of all the religious types. They gain the ability to focus their protection so much that they split their soul from their body and create a Celestial Avatar. These Clerics have devoted their life to serving a kind and protective Angel of life, and will protect all they deem worthy of it with their life.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and the Athletics skill, if you do not already have them.

Channel Divinity: Celestial Avatar

Starting at 2nd level, you can use your Channel Divinity to create a powerful Guardian Angel.

As an action, you may create this Angel in an unoccupied space that you can see within 20 feet of you. The creature looks exactly like you, except for its ghostly appearance and wings. The creature shares your size class but is a celestial. Your celestial has a movement speed equal to yours and has a fly speed equal to your movement speed, though it cannot move over 100 feet from you. It has a +0 to every ability check it makes and automatically fails any saving throw it has to make, and it shares none of your proficiency bonuses. The angel has HP equal to your Cleric level + your proficiency bonus + your Wisdom modifier, and disappears when it drops to 0 hit points or when you dismiss it as an action. It can move around on your turn as a bonus action for you, and casts spells as your action(as demonstrated in the following paragraph). Your Angel's AC is equal to 10 + your Wisdom modifier.

While your angel is summoned, you may not cast any spells out of your person. Instead, when casting a spell(not a cantrip), the spell is casted as if it was created from your Angel, an follows the same rules as normal for casting the spell. The Angel has the same spellcasting abilities, modifiers, and save DC as yourself. The Angel will automatically disappear once you run out of spell slots.

Defensive Ally

Beginning at 6th level, after you or your Celestial Avatar strike down a foe, you steel some of that foe's vitality to grant to others. Choose a creature that you can see within 30 feet of you that isn't yourself or your Celestial Avatar. You may immediately use your reaction to grant that creature temporary hit points equal to the foe's AC.

Divine Strike

At 8th level, you gain a slight divine power over your allies that allows you to grant them some of your energy. Whenever you or your Celestial Avatar defeats an opponent, you may use your reaction to grant some of that foes vitality temporarily to one of your allies. You may select 1 creature within 30 feet of you and grant them advantage on their next attack roll and an additional 1d10 radiant damage added to their strike.

Grand Guardian

Starting at 17th level, you gain a supernatural connection with defense originating from your god. You may now choose for your AC to be equal to 20 + your Wisdom modifier, ignoring all armor you are wearing. Your AC may only be raised by spells when this feature is activated.

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