Protection Domain
The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Example deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.
Protection Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | feather fall, protection from evil and good |
| 3rd | aid, warding bond |
| 5th | aura of vitality, slow |
| 7th | death ward, Otiluke's resilient sphere |
| 9th | antilife shell, wall of force |
Divine Vigor
When you choose this domain at 1st level, your hit point maximum increases by 2, and it increases by 2 every time you gain a level. You also gain advantage on saves against poison, disease, and exhaustion.
Shield of the Devoted
When you choose this domain at 1st level, you can cloak yourself or an ally in a temporary divine ward that hinders enemy attacks and reduces incoming damage. As a reaction to you, or another creature that you can see within 30 feet of you, being targeted by an attack or about to take damage, you can create a magic shield around the creature which lasts until the beginning of your next turn. While the shield is present, the warded creature has resistance to all damage, and attacks against the warded creature are made with disadvantage. You may also create the shield on any creature within 30 feet as a bonus action on your turn. You can extend the duration the shield lasts by expending a spell slot. The length in rounds you extend the barrier by is equal to the level of the spell slot you expend and the barrier requires concentration to maintain.
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.
Channel Divinity: Reprisal
Starting at 2nd level, you can use your Channel Divinity to suffer some of the harm an ally would normally take and channel it into retributive energy. When a creature within 30 feet of you takes damage, you can use your reaction to magically take half that damage, and the creature takes the remaining half. This feature doesn't transfer any other effects that might accompany the damage, and the damage dealt to you can't be reduced in any way. Once in the next minute, when you hit a creature with an attack, you can add an amount of radiant damage to that attack's damage roll equal to the amount of damage dealt to you in this way. When you gain additional uses of Channel Divinity, if you use this feature again within that minute before adding the damage to an attack, the new damage value replaces the previous one.
Blessed Resistance
Beginning at 6th level, the healing spells you cast also help the recipient resist other effects. When a spell or ability you use restores hit points, once within the next minute, the target or targets can roll 1d4 and add the result of this die roll to a saving throw or to their AC against one attack made against them. The creature or creatures can wait until after the d20 roll before deciding to add the bonus to the saving throw or AC. This die increases to 1d6 at 11th level, and 1d8 at 17th level.
Bolstering Strike
At 8th level, you become blessed with divine and rejuvenating might in battle. Once on each of your turns when you hit a creature with a cantrip or weapon attack, you can cause the attack to deal an extra 1d8 radiant damage and one creature of your choice within 30 feet of you gains temporary hit points equal to the extra radiant damage die roll. The temporary hit points last until the beginning of your next turn.
Indomitable Defense
At 17th level, your shield of protection can now ward many allies. When you use your Shield of the Devoted ability, instead of applying to only one creature, you can choose up to your Wisdom modifier in creatures to be shielded.