Base Class: Cleric
The Ward Domain sees safety as a aspect of magic lacking in most applications. Many try to heal the wounded instead of preventing the wounds to begin with. This type of worship is growing in places of great natural danger or even large cities needing protection for them outside world.
Domain Spells
You gain domain spells at the cleric levels listed in the Ward Domain Spells table. See the Divine Domain class feature for how domain spells work.
Ward Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | protection from evil and good, shield |
| 2nd | protection from poison, warding bond |
| 3rd | protection from energy, glyph of warding |
| 4th | freedom of movement, stoneskin |
| 5th | dispel evil and good, invigorate |
Armor Sealing
At 1st level, you gain the ability to enhance armor that sits beneath your spells. When ever you cast a spell at 1st level or high and it is of the abjuration school, you gain temporary hit point equal to the spell's level, also the target gains temporary hit points equal to the spell's level + your Wisdom modifier. You can only give temporary hit point this way once per turn.
Channel Divinity: Warding Reflex
Starting at 2nd level, you can use your Channel Divinity to optimize protection already available.
As an reaction, you can transfer one spell you are concentrating on to a new target that is within 60 ft of you. The new target must be either yourself or an ally, they gain the benefits of the spell immediately. The time limit of the spell does not renew, nor do options chosen at casting change.
Defensive Consentration
At 6th level, you gain the ability to focus solely on bolstering; sacrificing your own offence to aid your team. You can hold concentration on two spells that require concentration. These two spells must be of the Abjuration school, and be targeting yourself or allies. While the two spells are active, on your turn you can use an Action or a Bonus Action, but not both. If you are hit, roll separate concentration checks for each spell.
Watchful Counter
Starting at 8th level, you become still with anticipation for the enemy to engage, ready to enact proper answers to their attacks.
If you cast a spell of the abjuration school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 reaction for this casting. If the spell's duration is concentration, for this casting it's duration becomes 1 round.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Runes of Security
Starting at 17th level, you can call upon your deity's protection, summoning forth runes across the air that solidify under attacks. As an action, you may present your holy symbol, all creatures of your choice in a 60 ft radius gain 6d8 temporary hit points. At the beginning or your next turn, you must either sacrifice your action and bonus action, or remove all temporary hit points that were gained this way.
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