Protection Domain

Many gods advocate the protection of allies, the weak, the downtrodden. Gods such as Helm, Lathander, Tymora, Bahamut and many others especially advocate such actions. Clerics in the service of these gods excel in the shielding of others from deadly onslaughts, often defending the otherwise defenseless, imbued with an enhanced ability to guard their charges.

Protection Domain Spells
Cleric Level Spells
1st Protection from Evil and Good, Sanctuary
3rd Aid, Warding Bond
5th Dispel Magic, Spirit Guardians
7th Death Ward, Mordekainene's Private Sanctum
9th Antilife Shell, Banishing Smite

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Bulwark of the Faithful

Also at 1st level, you begin to excel at interposing yourself between the enemy and your allies. When you attack and deal damage to an enemy, you may cause all of their attacks for the next round to have disadvantage unless you are the target.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Holy Armor

Starting at 2nd level, when an ally within 30 feet of you is the victim of an attack, you can use your reaction to grant that creature a +10 bonus to their AC, using your Channel Divinity. This cannot be used to negate critical hits from a natural 20.

Channel Divinity: Celestial's Challenge

Beginning at 6th level, you may receive a powerful blessing to sustain you through debilitating injuries. As a bonus action, you can present your Holy Symbol and create a divine ward around yourself. All creatures that attack you have advantage on their attacks rolls against you, and you have advantage on your attack rolls. In addition, damage you take while under the effect of the divine ward is not applied until the end of your next turn. When the divine ward fades, you gain one level of exhaustion.

At the end of your next turn, you take all accumulated damage at once as if it was in one hit and you gain one level of exhaustion.


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. At 14th level, this becomes 2d8.

Intervening Champion

At 17th level, when an ally takes within 30 feet of you, you may use a reaction to immediately trade locations with the ally. You take the damage as if the attack had hit you and then you may make an immediate melee attack against the attacking creature. You may do this once per short or long rest.

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CLERIC| PROTECTION DOMAIN