Divine Domain - Protection
The protection domain is the purview of deities who charge their followers to shield the weak from the strong. 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. Deities who grant this domain include St. Cuthbert, Heironeous, and Helm.
Protection Domain Spells
|1st||compelled duel, protection from evil and good|
|3rd||protection from poison, warding bond|
|5th||protection from energy, slow|
|7th||death ward, guardian of faith|
|9th||circle of power, wall of force|
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 5 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 some other part of yourself 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 a bonus action, you channel blessed energy into an ally that you can see within 30 feet of you. When that ally is hit by an attack, the attacker takes radiant damage equal to 2d10 + your cleric level. This last for a number of rounds equal to your Wisdom modifier.
Beginning at 6th level, you can generate a field of holy energy that disrupts spells. When you or an ally you can see within 30 feet of you is subjected to a magical effect that requires a saving throw, you can use your reaction to give advantage on the saving throw to all allies within 30 feet. Once you use this feature, you can't use it again until you finish a short or long rest.
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.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. 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.