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Protection Domain

These clerics do not care so much for their own wellbeing so much as they do the wellbeing of others who they see as under their protection. These defenders of the faith are willing to risk life and limb in order to protect their flock, and even give up their own lives if it means saving one more life from the horrors of a long and bloody war. Such clerics follow the Protection Domain.

Protection Domain Spells
Cleric Level Spells
1st bless, protection from evil and good
3rd aid, protection from energy
5th beacon of hope, remove curse
7th death ward, freedom of movement
9th antilife shell, dispel evil and good

Defensive Shield

At 1st level, as a reaction when a creature would attack a creature adjacent to you, you can cause that attack to have disadvantage. You must be able to see both the attacker and the creature being attacked for this to work.

Channel Divinity: Shared Pain

Starting at 2nd level as an action, you can use your Channel Divinity to create a bond that connects all creatures within 30 feet of you. As a reaction whenever a bonded creature would take damage, one other bonded creature can use a choice to take the full damage instead. This damage cannot be reduced by resistances, immunities, or abilities in any way. This ability lasts for 1 minute.

Guardian Angel

At 6th level, as a reaction when a creature within 30 feet would be damaged by a melee or ranged weapon attack, you can teleport to a space adjacent to the creature that would be attacked and have the attack be directed at you instead. You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you complete a long rest.

Split Spell

At 8th level, when you cast a spell on a willing creature, you can choose to have that spell affect one other creature within range as well. Once you have used this ability, you must complete a short or long rest before doing so again.

Protective Barrier

At 17th level, you gain resistance to one type of damage of your choice. Every time you complete a long rest, you may change the type of damage that you are resistant to. As an action, you can grant this resistance to one creature that you touch. This lasts until you complete a short or long rest.

Section 15: Copyright Notice

The Dragon’s Hoard #9 © 2021, Legendary Games; Authors Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach