The stars of Pash-Mara
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. Deities who grant
this domain include Helm, Ilmater, Torm, Tyr,
Heironeous, St. Cuthbert, Paladine, Dol Dorn, the
Silver Flame, Bahamut, Yondalla, Athena, and
Protection Domain Spells
Cleric Level Spells
1st compelled duel, protection from evil
3rd aid, protection from poison
5th protection from energy, slow
7th guardian of faith, Otiluke’s resilient sphere
9th antilife shell, wall of force
When you choose this domain at 1st level, you
gain proficiency with heavy armor.
Shield of the Faithful
Starting at 1st level, you gain the ability to
hinder attacks intended for others. When a
creature attacks a target other than you that is
within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. To do so,
you must be able to see both the attacker and the
target. You interpose an arm, a shield, or some
other part of yourself to try to throw the attack
Channel Divinity: Radiant Defense
Starting at 2nd level, you can use your Channel
Divinity to cloak your allies in radiant armor.
As an action, you channel blessed energy into
an ally that you can see within 30 feet of you.
The first time that ally is hit by an attack within
the next minute, the attacker takes radiant
damage equal to 2d10 + your cleric level.
Beginning at 6th level, the healing spells you cast
on others can heal you as well. When you cast a
spell with a spell slot and it restores hit points to
any creature other than you this turn, you regain
hit points equal to 2 + the spell’s level.
At 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
At 17th level, you gain resistance to two damage
types of your choice, choosing from bludgeoning,
necrotic, piercing, radiant, and slashing.
Whenever you finish a short or long rest, you can
change the damage types you chose.
As an action, you can temporarily give up this
resistance and transfer it to one creature you
touch. The creature keeps the resistance until
the end of your next short or long rest or until
you transfer it back to yourself as a bonus action.