Cleric
Base Class: Cleric

Deities who reign over the protection domain, charge their followers to protect the weak from the strong. Clerics of this domain, are able to channel the divine energies granted by their deities into powerful magical barriers to protect themself and others. Coupled with a strong shield and heavy armor, these clerics are hard to overcome. 

Deities who grant this domain include Helm, Ilmaster, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, The Silver Flame, Bahamut, Yondalla, Athena, and Odin. 

Bonus Proficiency

When you choose this domain at 1st Level, you gain proficiency with heavy armor.

Shielding Prayer

Also at 1st level, you can create a field of divine energies to ward off attacks. When a creature you can see within 30 feet (including yourself) of you is hit by an attack, you can use your reaction to chant a swift prayer and expend a spell slot to grant the creature the effect of the shield spell.

Channel Divinity: Radiance of the Dawn

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 any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Shielding Prayer

At 6th level, when you use your Shielding Prayer, the target can gain an extra layer of defense. When you expend a spell slot 2nd level or higher for your Shielding Prayer, the target gains 1d8 temporary hit points for each slot level above 1st for 1 minute

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 force damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Divine Protection

At 17th level, when you are reduced to 0 hit points, you can drop to 1 hit point instead and you gain Radiant Armor. You can't use this feature again until you finish a long rest.