Cleric
Base Class: Cleric

The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Protection Cleric has to have will as strong as its heart, always ready to take pain of other into themselves and brave enought to stand up to those who bring this pain.

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

Bonus Proficiency

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

Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or a magical barrier to try to throw the attack off target.

Channel Divinity: Radiant Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

Encouraging forces

Beginning at 6th level, your acts of protection seem to inspire those around you. When you cast a spell of 1st level or higher from the school of Abjuration you can restore Hit Points of one affected creature or yourself as long as it's not casted as a ritual. Number of regained hitpoints equals to your widom modifier + the spells level.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 force damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 1d12.

Indomitable Defense

At 17th level, you gain resistance to one type of physical damage type (slashing, buldeoning or piercing) as well as two elemental damage types of your choice. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.

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