Protection Domain
Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | ensnaring strike, sanctuary |
| 3rd | misty step, warding bond |
| 5th | dispel magic, glyph of warding |
| 7th | guardian of faith, resilient sphere |
| 9th | circle of power, wall of force |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armour.
Guardian's Mark
At 1st level, you gain the ability to mark those you face in battle for retribution if they prey upon those under your protection.
Once per turn, when you make a weapon attack, you can mark one creature you chose to attack. The next time the target deals damage to another creature, except for you, it takes force damage equal to 5 plus to your cleric level. This effect lasts until the start of your next turn.
Channel Divinity: Blessing of Safety
At 2nd level, you can use your Channel Divinity as an action to grant yourself or a creature within 5 feet protection from grievous harm, before it happens.
When that creature would be hit by an attack or fail a saving throw, it may use its reaction to instead have that attack miss or to succeed on its saving throw. If the triggering effect allows it to make a a saving throw to take half damage, it instead takes no damage.
This effect lasts 1 hour or until the reaction is used.
Guardian's Strike
At 6th level, you gain the ability to weave protective magic while fighting off those who would hurt your allies.
When you use your action to cast a beneficial spell of 1st level or higher on an ally, you may use your bonus action on the same turn to make one weapon attack.
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 force damage. When you reach 14th level, the extra damage increases to 2d8.
Beacon of Protection
At 17th level, your very presence on the battlefield acts as a protective force.
While you are at maximum hit points, allied creatures within 30 feet of you have resistance to all damage and advantage on all saving throws.