Cleric
Base Class: Cleric

For as long as civilization has existed the gods have been petitioned for safe travel as folks leave their homes to see friends or family, trade their wares with other communities, or strike out on adventure. The gods answer these calls in various ways but sometimes in the form of a cleric. Those who might come to the aid of travelling tradesman or adventurers are those who follow the gods of protection, peace, or even prosperity such as Eldath, Helm, Tymora, Waukeen, Fharlanghn, Shinare, Kol Korran, Olladra, The Silver Flame, or Yondalla. Clerics of this domain are concerned with the welfare of their charges, such as making sure they are staying hydrated, keeping them from wandering off into danger, helping them get adequate rest, and otherwise preventing them from coming into harm. Some my deem it akin to motherly instincts, but to clerics of the safety domain, it is their divine calling. 

Domain Spells

You gain domain spells at the cleric levels listed in the Safety Domain Spells table. See the Divine Domain class feature for how domain spells work.

1st     Create or Destroy Water, Feather Fall

3rd     Protection from Poison, Warding Wind

5th     Gaseous Form, Leomund's Tiny Hut

7th     Death Ward, Otiluke's Resilient Sphere

9th     Bigby's Hand, Wall of Force

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and climbing kits.

Head on a swivel

Also starting at 1st level, due to your hyper-vigilance you have advantage on initiative rolls, you can't be surprised while conscious, and on your first turn in initiative you can use your reaction to allow your allies to use their reactions to move up to their speeds without provoking opportunity attacks. Doing so prevents them from being surprised as well.

Channel Divinity: Safety Bubble

Starting at 2nd level, you can use your Channel Divinity to help protect your allies.

As a bonus action, you present your holy symbol and expend one use of your channel divinity to create a 30' aura that grants creatures of your choice a +1 bonus to their AC, a bonus to their dexterity saving throws equal to your proficiency bonus, and advantage on perception checks while in the aura.

Adept Warder

Beginning at 6th level, you gain the ability to cast warding wind as a reaction to protect yourself and those around you from hazards you can see. You also gain an additional way to use your Channel Divinity. As an action, you can touch one creature you can see and imbue them with divine protection, granting them immunity to harmful conditions (including charmed and prone but not including grappled and restrained) that would be inflicted on them against their will. This immunity lasts a number of hours equal to half of your proficiency bonus. For example, with a proficiency bonus of 3, this effect would last for an hour and a half. The affected creature glows with a bright yellow light out to 10 feet and dim light for an additional 10 feet.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Supreme Warder

Starting at 17th level, when you cast Warding Wind, the effects can reach out to 30 feet and it doesn't require concentration. Also, when you use your Channel Divinity to create a Safety Bubble, the AC bonus increases to +2 and your allies gain immunity to harmful conditions, as described in the Adept Warder feature, while in the aura.

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