{"name":"Cleric Subclass - Protection Domain","overview":"Cleric who dedicate their life to protecting others find that they also have an easier time protecting themselves. Exodus has many gods that would grant a cleric the grace to protect such as The Great Griffon, Damentari, Anith-Kas, Baranthor, and Elxen to name a few. Clerics of these deities are tasked with ensuring the safety of their tribe or the greater populus of Exodus. Such Clerics can often be found travelling the world insearch of people to help and give shelter and protection to, such as staying with a caravan that is heading into bandit territory. They can also usually be found during wars and major conflicts, attempting to either protect the common folk by helping them escape, or by taking part in trying to stop the conflict all together.","hit_dice":"Refer to Cleric Class","hit_points_at_1st_level":"Refer to Cleric Class","hit_points_at_higher_levels":"Refer to Cleric Class","armor_proficiencies":"Refer to Cleric Class","weapon_proficiencies":"Refer to Cleric Class","tools":"Refer to Cleric Class","saving_throws":"Refer to Cleric Class","skills":"Refer to Cleric Class","starting_equipment":"Refer to Cleric Class","spellcasting":"Refer to Cleric Class","class_features":"[h2]Protection Domain Features[\/h2]\r\n\r\nCleric Level\t     Feature\r\n\r\n1st      -      Domain Spells, Bonus Proficiency, Protecting the Weak\r\n\r\n2nd     -       Channel Divinity: Aura of Safety\r\n\r\n6th      -        Sharing the Burden\r\n\r\n8th      -       Divine Strike (1d8)\r\n\r\n14th    -       Divine Strike (2d8)\r\n\r\n17th    -       Champion of Refuge\r\n\r\n21st    -       Channel Protection\r\n\r\n25th    -       Improved Divine Strike (3d8)\r\n\r\n28th    -      Shelter of Hope","subclass_options":"[h3][b]Domain Spells[\/b][\/h3]\r\nYou gain domain spells at the cleric lvels listed in the Protection Domain Spells table. See  Divine Domain class features for how domain spells work.\r\n\r\n[h2]Protection Domain Spells[\/h2]\r\n\r\nCleric Level\t     Spells\r\n\r\n1st      -       Sanctuary, Shield\r\n\r\n3rd     -         Lesser Restoration, Warding Bond\r\n\r\n5th     -       Beacon of Hope, Protection from Energy\r\n\r\n7th     -        Death Ward, Private Sanctum\r\n\r\n9th     -        Antilife Shell, Circle of Power\r\n\r\n[h3]Bonus Proficiency[\/h3]\r\nAt 1st level, you gain proficiency in heavy armour.\r\n\r\n[h3]Protecting the Weak[\/h3]\r\nStarting at 1st level, whenever a creature within 30ft of you is hit by an attack, you may use your reaction to cast shield on them. \r\n\tYou can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.\r\n\r\n[h3]Channel Divinity: Aura of Safety[\/h3]\r\nStarting at 2nd level, you can use your Channel Divinity to protect your allies.\r\n\tAs an action, you draw in the energy needed to protect those around you. Each creature you can see that you designate within 30 feet gains a bonus to their AC equal to half your proficiency bonus until the start of your next turn.\r\n\r\n[h3]Sharing the Burden[\/h3]\r\nAt 6th level, you learn how to bound two souls together so that they may share the burdens of life.\r\n\tAs an action, you can weave the grace that flows around you and turn it into abjuration magic. When you take this action, you choose two willing creatures within 60 feet of you. For the next 10 minutes, as long as those creatures stay within 30 feet of each other, they gain a +1 to AC and Saving Throws. In addition, while they are within 60 feet of each other, whenever one of the bounded creatures is hit, they only take half that damage, while the other bounded creature takes the other half (rounded down).\r\nYou can use this feature a number of times equal to your Wisdom Modifier and you regain all expended uses when you finish a long rest. \r\n\r\n[h3]Divine Strike[\/h3]\r\nAt 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n[h3]Champion of Refuge[\/h3]\r\nStarting at 17th level, you become a beacon protection to allies around you.\r\n\tAs a bonus action, you can designate a number of creatures equal to your Wisdom Modifier. For the next minute, they gain resistance to three types of damage of your choice. Once you use this ability, you cannot do so again until you finish a long rest.\r\n\tIn addition, you gain a +1 to your AC.\r\n\r\n[h3]Channel Protection[\/h3]\r\nStarting at 21st level, your Channel Divinity: Aura of Safety range increases to 60 feet and creatures gain a bonus equal to your proficiency bonus.\r\n\r\n[h3]Improved Divine Strike[\/h3]\r\nAt 25th level, the attack bonus of Divine Strike increases to 3d8.\r\n\r\n[h3]Shelter of Hope[\/h3]\r\nStarting at 28th level, whenever you cast a spell that would increase a target's AC other than you, you add half your proficiency bonus to that bonus and your AC increases by 2 for the next minute (this effect does not stack).","table_data":"[h2]Forge Domain Features[\/h2]\r\n\r\nCleric Level\t     Feature\r\n1st             Domain Spells, Bonus Proficiency, Protecting the Weak\r\n2nd            Channel Divinity: Aura of Safety\r\n6th             Sharing the Burden\r\n8th             Divine Strike (1d8)\r\n14th           Divine Strike (2d8)\r\n17th           Champion of Refuge\r\n21st           Channel Protection\r\n25th           Improved Divine Strike (3d8)\r\n28th           Shelter of Hope\r\n\r\n\r\n","source":"HB","jsondata":"","tags":"","templateId":"5460","blockId":"873981","world":"ab3a4949-ad75-41e7-96bd-f391ef200d5e","folder":"11524","isShared":"on"}