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Cleric Subclass - Protection Domain

Cleric who dedicate their life to protecting others find that they also have an easier time protecting themselves. Exodus has many gods that would grant a cleric the grace to protect such as The Great Griffon, Damentari, Anith-Kas, Baranthor, and Elxen to name a few. Clerics of these deities are tasked with ensuring the safety of their tribe or the greater populus of Exodus. Such Clerics can often be found travelling the world insearch of people to help and give shelter and protection to, such as staying with a caravan that is heading into bandit territory. They can also usually be found during wars and major conflicts, attempting to either protect the common folk by helping them escape, or by taking part in trying to stop the conflict all together.
hit dice: Refer to Cleric Class
hit points at 1st level: Refer to Cleric Class
hit points at higher levels: Refer to Cleric Class
armor proficiencies: Refer to Cleric Class
weapon proficiencies: Refer to Cleric Class
tools: Refer to Cleric Class
saving throws: Refer to Cleric Class
skills: Refer to Cleric Class
starting equipment:
Refer to Cleric Class
spellcasting:
Refer to Cleric Class
class features:

Protection Domain Features

  Cleric Level Feature   1st - Domain Spells, Bonus Proficiency, Protecting the Weak   2nd - Channel Divinity: Aura of Safety   6th - Sharing the Burden   8th - Divine Strike (1d8)   14th - Divine Strike (2d8)   17th - Champion of Refuge   21st - Channel Protection   25th - Improved Divine Strike (3d8)   28th - Shelter of Hope
subclass options:

Domain Spells

You gain domain spells at the cleric lvels listed in the Protection Domain Spells table. See Divine Domain class features for how domain spells work.  

Protection Domain Spells

  Cleric Level Spells   1st - Sanctuary, Shield   3rd - Lesser Restoration, Warding Bond   5th - Beacon of Hope, Protection from Energy   7th - Death Ward, Private Sanctum   9th - Antilife Shell, Circle of Power  

Bonus Proficiency

At 1st level, you gain proficiency in heavy armour.  

Protecting the Weak

Starting at 1st level, whenever a creature within 30ft of you is hit by an attack, you may use your reaction to cast shield on them. 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: Aura of Safety

Starting at 2nd level, you can use your Channel Divinity to protect your allies. As an action, you draw in the energy needed to protect those around you. Each creature you can see that you designate within 30 feet gains a bonus to their AC equal to half your proficiency bonus until the start of your next turn.  

Sharing the Burden

At 6th level, you learn how to bound two souls together so that they may share the burdens of life. As an action, you can weave the grace that flows around you and turn it into abjuration magic. When you take this action, you choose two willing creatures within 60 feet of you. For the next 10 minutes, as long as those creatures stay within 30 feet of each other, they gain a +1 to AC and Saving Throws. In addition, while they are within 60 feet of each other, whenever one of the bounded creatures is hit, they only take half that damage, while the other bounded creature takes the other half (rounded down). You can use this feature a number of times equal to your Wisdom Modifier and 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.  

Champion of Refuge

Starting at 17th level, you become a beacon protection to allies around you. As a bonus action, you can designate a number of creatures equal to your Wisdom Modifier. For the next minute, they gain resistance to three types of damage of your choice. Once you use this ability, you cannot do so again until you finish a long rest. In addition, you gain a +1 to your AC.  

Channel Protection

Starting at 21st level, your Channel Divinity: Aura of Safety range increases to 60 feet and creatures gain a bonus equal to your proficiency bonus.  

Improved Divine Strike

At 25th level, the attack bonus of Divine Strike increases to 3d8.  

Shelter of Hope

Starting at 28th level, whenever you cast a spell that would increase a target's AC other than you, you add half your proficiency bonus to that bonus and your AC increases by 2 for the next minute (this effect does not stack).

Created by

John The DM.

Statblock Type

Class Features

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