Cleric
Base Class: Cleric

Historically, many gods and goddesses have been attributed to protection, guardianship, and defense. Familiar names like Vishnu, Soteria, Bastet, and Hachiman have fulfilled such roles with deeds of godly might and magical protection. Clerics who wield the powers of this domain are unabridged masters of protecting others in combat situations, and are able to use their powerful spells to secure entire areas from harm. While this concept may seem simple enough to most, the full and complex methods involved in making a place impregnable from damage are a study in extremes, each one. This often requires a nearly-ascetic level of discipline, and this domain is rarely afforded to the whimsical or risk-taking personalities among the servitors of such gods.

Domain Spells

1st-level Defense Domain feature

You gain domain spells at the cleric levels listed in the Defense Domain Spells table, and you learn the Resistance cantrip. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Defense Domain Spells

Cleric Level Spells
1st protection from evil and good, shield
3rd aid, warding bond
5th counterspell, spirit guardians
7th guardian of faith, resilient sphere
9th circle of power, wall of force

Bonus Proficiencies
1st-level Defense Domain feature

You gain proficiency with heavy armor, and with the Herbalism Kit.

Defensive Postures

1st-level Defense Domain feature

You have been rigorously trained in either bodyguarding as a defensive style or magical defense. You gain your choice of the Shield Master or War Caster feats. Additionally, if you cast a spell or cantrip as an action on your turn, you may take the dodge action as a bonus action in the same turn.

Channel Divinity: Divine Defense

2nd-level Defense Domain feature

You can use your Channel Divinity to create luminous barriers between your charges and your enemies. As an action, you hold aloft your holy symbol and a number of creatures equal to your Wisdom modifier have light barriers appear before them in their square, and each of those creatures have half cover from enemies for as long as they remain in that square. These creatures can attack through the light barriers normally. The magic of the barrier remains in place in the original square, and will protect any creature you chose when you used this feature should they enter the square while the barriers remain. This feature lasts for a number of rounds equal to your proficiency bonus.

Reinforcement

6th-level Defense Domain feature

You can increase an ally's resistance to critical damage. You now have a Reinforcement Score equal to 10 times your cleric level. Whenever you or a creature you can see within 30 feet of you has a critical hit scored against them, you may use a reaction and expend Reinforcement points to reduce that damage by a number equal to the points spent, to a maximum of 1 less than the total critical damage inflicted. Your Reinforcement Score is restored to its maximum value when you finish a long rest.

Divine Strike

8th-level Defense Domain feature

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.

Bastion of Divine Might

17th-level Defense Domain feature

Whenever a creature within 30 feet would be dealt damage, you may use a reaction to prevent any amount of damage being dealt to that creature by spending that amount of Reinforcement Points, up to a maximum of one less than the total damage dealt.

Additionally, when you use your Channel Divinity option for Divine Defense, if your holy symbol is in hand, you may use it as a reaction, and you may choose to have the barriers remain centered on the targets, moving with them as they move.

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