Cleric
Base Class: Cleric

The Bulwark Domain is concerned with protecting the weaker members of their parties, but not necessarily protecting the weak in general. Typically clerics following this domain have been selected by their chosen deity and set on a path. This path might be clear, such as "Follow around the half-elf Eowin and ensure she does not perish." Or they can be more cryptic and open to interpretation such as a strong sense of "I should follow and protect this person." They are masters of shielding others from harmful attacks and will defend their charges to their death.  

Any deity of any alignment can have a cleric in this domain serving as their sword and shield in the god's interests.

Bulwark Domain Spells

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

 

Bulwark Domain Spells

 

Cleric Level

Spell

1st

Shield of Faith, Sanctuary

3rd

Warding Bond, Lesser Restoration

5th

Nondetection, Counterspell

7th

Death Ward, Freedom of Movement

9th

Dispel Evil and Good, Greater Restoration

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armour and one martial weapon of your choice.

Unwavering Resilience

At 1st level, you gain the ability to harness your god's power and channel their divine presence through other people. You learn the Resistance cantrip, which does not count against the number of cantrips you know.

For you, this cantrip is not concentration, has a range of 30ft, and a casting time of 1 bonus action, but only last for 1 round.

Channel Divinity: Sacrificial Protection

Starting at 2nd level you can use your Channel Divinity to help ensure the protection of your allies. When a creature within 120ft of you is the target of a ranged attack or spell that is not AoE, you can use your reaction to magically force the projectile or magic off course, making you the target of the attack instead. This is done after the roll hits or the save is failed, but before any damage is dealt. 

The projectile or spell automatically hits you, but if the original attack roll does not beat your AC, you have resistance to the triggering damage roll. If the ranged attack or spell subjects you to a saving throw, you do so at advantage regardless of any debuffs or hindrances you might have. 


This feature would work to counteract any ranged projectile, such as an arrow or a thrown boulder, but only affects spells that have a range of at least 10ft and can only target one person, even if a physical projectile is not specified in the spell. Spells such as Finger of Death or Disintegrate would be subject to the above rule regarding saving throws.

Channel Divinity: Transcendent Chain

Beginning at 6th level, you can use your Channel Divinity to weaken your enemies defense while increasing your allies. When you hit a creature with a melee weapon attack you can expend a use of your channel divinity to force them to make a wisdom saving throw against your spell save DC. On a success, nothing happens. On a failure, their AC is reduced by 1d3 (1d6/2). You then choose one creature within 60ft of you and temporarily increase their AC by that amount.

This effect lasts for a minute or until either target goes unconscious.

Divine Strike

At 8th level your god grants you with the ability to magical penalize your foes. You gain a pool of d6’s equal to half your cleric level. Whenever you hit a creature with a weapon attack you can choose to expend 1d6. You roll the die and add it to the damage total. Additionally, the target of your weapon attacks has a penalty to their attack rolls equal to the number rolled on the die until the end of your next turn. You regain all expended uses of this feature on a long rest.

The Divine Strike die increased to a d8 at 14th level. You now regain all expended uses of this feature on a short rest.

Bulwark of Hope

At 17th level the holy power of protection your god grants you intensifies and expands to include your allies. Your AC permanently increases by 2.

Additionally a holy aura of protection emanates from you in a radius of feet equal to 5*your wisdom modifier. Every creature of your choice within this aura has a +1 bonus to their AC and saving throws. When someone, or multiple people, inside this aura are subjected to a saving throw, you can use your reaction to give everyone affected advantage on the saving throw. 

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