Base Class: Cleric
The endurance domain focuses on assisting to withstand dangerous situations and help people in need.
The Gods of endurance promote the protection of the week, help ease suffering, healed wounded and sick, comfort the dying, and counseling the grieving.
(This wont let me have compelled duel, life transference and circle of power in the spells and publish it, so i replaced them by shield, revivify and raise dead).
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
Saint's Endurance
Also at 1st level, your god grants you protection each day. When you finish a long rest you get temporary hit points equal to twice your proficiency bonus.
Channel Divinity: Holy Defense
Starting at 2nd level you can use your Channel Divinity to protect your allies from attacks.
As an action, you present your holy symbol, and you and up to 4 creatures of your choice within 30ft of you will have a boost of +2 to their AC until the start of your next turn.
Heavenly Assistance
Beginning at 6th level, you gain the ability to help your allies face incoming effects. As a reaction when you or a creature you can see within 30 feet of you makes a saving throw, you can give the creature advantage on that save.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Versatile Fortitude
At 17th level your Holy Defense channel divinity is upgraded and now also grants the affected creatures resistance against specific damage type of your choice until the effect ends.
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