Base Class: Cleric
Followers within this domain are often worshipers of Helm, the god of protection, though other gods that value life are often included in this domain as well. These clerics seek to nullify and destroy those who seek harm before they bring it upon the innocent or allied, not waiting to fix it after the damage has already been done. However, the overprotective nature of clerics within this domain can sometimes be a detriment to their allies' goals.
Guardian Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Divine Shield
When you choose this domain at 1st level, you can manifest a radiant shield to briefly nullify harm coming your way. When you take damage, you can as a reaction reduce the damage taken by an amount equal to 2 x your cleric level.
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 long rest.
Channel Divinity: Spirit Protector
Starting at 2nd level, you can use your Channel Divinity to create an image of your deity to protect and heal your allies.
As a bonus action, you call to a creature who is within 60 feet of you and hthat can hear you. The creature gains temporary hit points equal to 1d8 + your cleric level. Any of these temporary hit points remaining after 1 minute disappear.
While the creature has these temporary hit points and whenever you cast a spell of 1st level or higher that damages a hostile creature, this creature regains hit points equal to 2 x the spell's level.
Shield of the Guardian
Starting at 6th level, you can use your Divine Shield feature to instead grant it's benefits to a creature that you can see within 30 feet of you as a reaction when they take damage.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Herald of Preservation
Starting at 17th level, you and friendly creatures within 5 feet of are resistant to all non-magical damage while you are conscious.
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