Cleric
Base Class: Cleric

"Healer? Ha! You don't need a healer if you don't get hurt."

Guardian Domain clerics can be found throughout the world in many guises, from battlefield medics to village priests. Their main concern is the protection of their flock, which can vary considerably. Some may be advisors of kings, considering the entire nation-state theirs to defend. Others defend the culture of a dying race, or a forest home from destructive invaders. Still others may have been given but a single charge by their superiors, to keep alive whatever the cost. The deities that utilise Guardian Domain clerics are therefore extremely varied, from nature gods to gods of knowledge and order, and encapsulate all alignments from good to evil, chaotic and lawful. All gods consider something valuable, and therefore worthy of protection, and that is where clerics of the Guardian Domain step up and makes themselves counted...

Domain Spells

You gain domain spells at the cleric levels listed in the Guardian Domain Spells Table.

Guardian Domain Spells

Cleric level     Spells

1st                   Alarm, Protection from Evil and Good

3rd                   Rope Trick, Warding Bond

5th                   Leomund's Tiny Hut, Revivify

7th                   Death Ward, Dimension Door

9th                   Antilife Shell, Wall of Force

Bonus Proficiencies

When you choose this domain at 1st level you gain proficiency with heavy armor.

Additional Skill

At first level, choose an additional skill proficiency; either Insight or Perception. If you already have both proficiencies from other sources, chose another.

Ward of Aegis

Also starting at 1st level, you gain the ability to protect those around you from physical harm. When a creature you see within 30 feet of you is hit by an attack you may use your reaction to give that creature +5 to their AC until the start of their next turn, possibly nullifying the triggering attack. You may use this feature up to your Wisdom modifier per long rest, unless you use a spell slot of second level or higher to do so again, from third level.

Channel Divinity: Magical Defences

Starting at 2nd level, you can use your Channel Divinity to protect your allies with a greater array of magics.

You present your holy symbol and evoke protective energy. You may use a channel divinity option to cast an abjuration spell from any spell list as if it were a cleric spell you have prepared. You use up the appropriate spell slot and must supply any components required (substituting your holy symbol as normal). The chosen spell must be no higher than you can normally prepare as a cleric of your current level, but may be upcast if you have higher level spell slots available.

 

Exhalted Ward of Aegis

Beginning at 6th level, you gain a new way to use your Ward of Aegis feature:

When a creature you can see within 30 feet of you fails a saving throw, you may utilise one use of your Ward of Aegis feature as a reaction to grant them a +5 bonus to the roll, possibly turning failure into a success.

Blessed Cantrips

At 8th level, you gain the ability to infuse your lesser spells with divine energy. Once on each of your turns when you deal damage with a cleric cantrip, you may grant a creature within 60 feet that you can see temporary hit points equal to twice your wisdom modifier for the next minute.

Aura of the Guardian

Those surrounding you feel a stronger bond to their mortal bodies, gaining some protection even from death.

Starting at 17th level, any ally within 30 feet of you (including yourself) gains the effect of the Death Ward spell whilst within the aura. A creature may only benefit from this feature once per long rest.

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