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Protection Domain

Deities associated with the Protection Domain teach their followers to shield the vulnerable, guard the innocent, and stand resolute against the forces of destruction. Clerics of this domain often travel to settlements in need, seeking to protect communities from harm. Clad in heavy armor and wielding divine magic, they stand as living bulwarks against the tide of danger.

Level 3: Domain Spells

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

Cleric Level Spells
3rd aid, warding bond
5th protection from energy, spirit guardians
7th aura of life, guardian of faith
9th antilife shell, circle of power

Level 3: Bonus Proficiencies

You gain proficiency with heavy armor and martial weapons.

Level 3: Channel Divinity — Divine Shield

You can use your Channel Divinity to conjure a shimmering, force-like shield adorned with your holy symbol to protect your allies.

As an action, you present your holy symbol and choose a number of creatures equal to your Wisdom modifier (minimum of one) within 30 feet of you. Each chosen creature gains temporary hit points equal to 2 × your cleric level.

Each ally protected by the Divine Shield may, at one time during the Shield's 1 minute duration, defend themself from a melee, unarmed or ranged attack made by a foe they can see. Using their reaction, they may impose disadvantage on the attack. This effect can only be used before the DM has determined the outcome. When this effect is used, a phantom shield bearing your holy symbol appears momentarily to parry the strike.

Level 6: Prayer of Warding

You can call upon divine energy to ward your allies from harm. When you or a creature you can see within 30 feet of you is hit by an attack roll or forced to make a saving throw, you can use your reaction to grant a bonus to the target’s saving throw or to their AC against the triggering attack.

The bonus equals your Wisdom modifier (minimum of +1). You can use this feature after seeing the roll but before the DM determines the outcome. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 17: Divine Protection

You gain resistance to two damage types of your choice, selected from the following list: acid, cold, fire, lightning, necrotic, or radiant.

Additionally, when you grant temporary hit points using your Divine Shield, those creatures also gain resistance to the same damage types you have chosen.

You can change one of your chosen damage types when you finish a short or long rest.

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