Divine Domain :Ward Domain
Gods of warding and protection include those worshipped by paladins, knights and other individuals who make it their duty to prevent harm upon the innocent and those who need protection; as well as those worshiped by wizards, enchanters and other individuals who study the art of protective and warding magic to offer safety to the weak. Many turn to them when they worry the worst might happen. Some gods carry out their duty sternly and without compassion, while others are viewed as heroes. The clerics of such deities are often sought to keep valuable objects away from the wrong hands, act as bodyguards, be the protector of villages or assure the safety of travelers and nomads.
Ward Domain spells
|1st||absorb elements, alarm|
|3rd||arcane lock, warding bond|
|5th||counterspell, Leomund’s tiny hut|
|7th||Mordenkainen’s private sanctum, Otiluke’s resilient sphere|
|9th||circle of power, wall of force|
When you choose this domain at 1st level, you gain proficiency heavy armor, with 1 set of artisan's tools and the persuasion and arcana skills.
In addition, you learn the blade ward cantrip, which doesn’t count against the number of cleric cantrips you know, and you can use shields as spellcasting focus for your cleric spells.
At 1st level, you gain the ability to create magical, transparent force shields by tracing a glyph with your fingers.
As an action or a reaction when a creature you see within 30 feet is hit by an attack or forced to make a saving throw, you can choose one point or creature within 30 feet and trace a divine glyph towards it. A 10-foot radius sphere of force shields centered on it springs into existence and moves with it while you concentrate, as if concentrating on a spell, for up to 10 minutes.
The target, creatures and objects you choose gain a +3 bonus to AC and Saving throws while they remain in the area.
You can use this feature a number of times equals to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Force Barrier
At 2nd level, you can conjure a force barrier that protects those who need it most. When a creature within 60 feet of you is hit by an attack or fails a saving throw, you can use your reaction negate the damage and effects of the attack or spell on the target, using your Channel Divinity.
Hostile creatures within 10 feet of it are pushed 15 feet away and must succeed on a Dexterity saving throw against your cleric spell save DC or be knocked prone.
Channel Divinity: Divine Glyph
Starting at 6th level, you can inscribe powerful glyphs.
Without expending a spell slot or material components, you can use your Channel Divinity to inscribe a glyph as per a glyph of warding spell of a level no higher than your highest level cleric spell slot.
The glyph you inscribe doesn't break when it is moved, and you can store the spell another creature willingly casts into it instead of your own. Stored spells can target multiple creatures; in which case, the glyph will target the nearest creatures within the stored spell's range upon activation.
In addition, the inscription of an explosive rune takes 1 minute and that of a spell glyph takes as much time as the casting of it's stored spell (at least 1 minute).
Your mastery over such glyphs and runes lets you shape them differently; you can change the shape and size of the area affected by the explosive rune (although it must fit in a 20-foot radius sphere), and you can extend the number of uses of a spell glyph by having the same spell cast into it multiple times, to the DM's discretion.
You can have up to two active divine glyphs at a time; placing an additional one erases the previous glyph of your choice.
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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, your protective and warding abilities reach new levels, granting you the following benefits.
When you use your Divine Glyph feature, you can transfer an object's enchantments or another glyph's stored spells or magical effects into your new glyph, removing them from the previous glyph or object. The object or glyph must be within 5 feet of you to do so.