Protection Domain

Cleric Domain

Gods of community, order, and well being often call upon the most self-sacrificing of their adherents to serve them. These clerics put the well being of others before their own, and seek to protect those around them from the depredations of their enemies.

Domain Spells

(*) This indicates new spells associated with the Protection Domain. If you don’t want to use these spells, replace Spell Immunity with Stoneskin and Spell Resistance with Antilife Shell.

Cleric LevelSpells
1stprotection from evil and good, shield of faith
3rdlesser restoration, warding bond
5thdispel magic, protection from energy
7thdeath ward, spell immunity *
9thgreater restoration, spell resistance *

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armors. You also gain proficiency in the Wisdom (Perception) skill.

Minor Protection

At 1st level, when you cast a spell from the abjuration school you gain a +1 bonus to AC and saving throws until the end of your turn.

Channel Divinity: Mantle of Protection

Starting at 2nd level, you can use your Channel Divinity to bestow a mantle of protection upon your allies. As an action, choose up to three creatures within 30 feet of you (you can include yourself). The affected creatures are under the effect of the mantle of protection for 1 minute. The mantle of protection has 5 hit points per level of cleric you possess. Each time a creature affected by the mantle of protection takes damage, the damage is instead applied to the mantle of protection. Once the mantle of protection is reduced to 0 hit points, it ends and any excess damage is applied to the protected creature or creatures that would have taken the full damage. When this happens, as a reaction, you can transfer all the excess damage to yourself.

Channel Divinity: Twin Protection

Starting at 6th level, you can use your Channel Divinity to modify an abjuration spell when you cast it. When you cast a spell from the abjuration school that targets only one creature, you can affect one additional target provided it is within range.

Potent Protection

Starting at 8th level, you add your Wisdom modifier and proficiency bonus to the hit points granted by your mantle of protection. In addition, when the mantle of protection is reduced to 0 hit points, all creatures affected by it gain a +1 bonus to AC and saving throws until the end of your next turn.

Aura of Protection

Starting at 17th level, you can use your action to activate an aura of protection that lasts for 1 minute or until you dismiss it using another action. When a creature within 30 feet of you is the target of an attack that you can see, you can use your reaction to force the triggering attack to have disadvantage.

“There’s literally no one I’d rather have by my side than a cleric who worships a god of protection. They’ll take an arrow for you, or a blade, and consider it their pleasure.”

- Seamus the Bard