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## Bastion Domain There are many different views on how best to guard the innocent against the forces of evil. Bastion Clerics are of the belief that the best defense is a sturdy wall, and they strive to be that wall against the tides of darkness. ##### Bastion Domain Spells Cleric Level | Spells :---:|:--- 1st | *alarm, sanctuary* 3rd | *immovable object, knock* 5th | *Galder's tower, wind wall* 7th | *fabricate, Mordenkainen's private sanctum* 9th | *passwall, wall of stone* #### Protection of Justice At 1st level, you have a fortitude that allows you to shield the weak. Your hit point maximum increases by 1, and increases by 1 for each additional level you gain in this class. #### Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor. #### Bulwark of Faith At 1st level, you can protect your allies from harm with a magical wall. When you or an ally that you can see within 30 feet of you is targeted by an attack or a spell that requires them to make a Dexterity saving throw, you can use your reaction to create a protective wall of magic that follows them as they move. The targeted creature gains the benefits of half cover (+2 to AC and Dexterity saving throws) until the start of your next turn. On your next turn, you can expend a spell slot as a bonus action to anchor the wall to a set location, continuing to provide cover. A stationary wall lasts for a number of rounds equal to the spell slot used, until you dismiss it (no action required), until you use this feature again, or until you are incapacitated or die. When the wall's active duration ends, it disappears. At 14th level, you can have up to 2 walls active at a time. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1 time), and you regain all expended uses when you finish a long rest. #### Channel Divinity: Rally the Watch Starting at 2nd level, you can use your Channel Divinity to guard yourself and your allies. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you regains a number of hit points equal to 2d6 + your Wisdom modifier and can use its reaction to attempt a saving throw against any effect causing it to be charmed or frightened. \columnbreak #### Step of the Divine Builder Beginning at 6th level, you can construct staircases and bridges below your feet for a moment as you move. You gain a fly speed equal to your walking speed, although you fall if you end your movement in the air. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine force. 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. #### Believer's Stronghold At 17th level, a creature protected by your Bulwark of Faith gains the benefits of three-quarters cover (+5 to AC and Dexterity saving throws), and you can choose for the wall to continue to move with a creature rather than becoming stationary when you use a spell slot to extend its duration. Additionally, you can have up to 3 active walls at a time.
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