Cleric
Base Class: Cleric

Those gods that preside over the domain of aegis include gods whose spheres are defense, fortitude, protection, and shelter. For to these gods, 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 to.

Domain Spells

At each indicated cleric level, you gain the Aegis Domain 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. In addition, you also gain proficiency in your choice of either carpenter's tools or mason's tools

Carpenter's Tools

Carpenter's Tools

Mason's Tools

Mason's Tools

Shielding Aura

Also at 1st level, on your turn, you can use a bonus action 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 (a minimum of once). You regain all 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 feet of you makes an attack roll against you or a friendly creature that you can see, you can use your reaction to grant that creature a +5 bonus to its AC until the start of its next turn, using your Channel Divinity. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

Elite Defender

By 6th level, you gain the following benefits:

Wielding a shield increases your AC by 3, instead of 2.

While you have temporary hit points and you hit a creature with an attack, you can expend a number of temporary hit points equal to half your cleric level (rounded down). When you do so, the target of the attack takes additional damage equal to the number of temporary hit points spent.

Whenever 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 cause 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, all damage you take is reduced by 5.

Previous Versions

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