Base Class: Cleric
Deities presiding over the protection domain teach their followers to stay vigilant, sheltering and guarding the weak and innocent from oppression and tyranny. Clerics of the protection domain often travel the lands in search of settlements requiring aid, seeking out evils to defeat. Clad in sturdy plate and iron shield, they plant themselves firmly between vessels of destruction and their allies, channeling powerful magics to create impenetrable barriers.
Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
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: Divine Shield
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and channel protective divine magic. Choose any number of creatures up to your Wisdom modifier that you can see within 30ft of you. Those chosen creatures gain temporary hit points equal to 1d10 + twice your cleric level which last for 1 minute. While having these temporary hit points, a creature also gains a bonus to their AC equal to half your proficiency bonus.
Protective Bond
Starting at 6th level, as an action, you choose a number of willing creatures within 30 feet of you equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. When a creature affected by your this bond is about to take damage, and you are within 30 feet, you can use your reaction to teleport to an unoccupied space within 5 feet of the bonded creature. You then take all the damage instead.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Protection
17th-level Peace Domain feature
The benefits of your Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.
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