Protection Domain
He is the Patron of guardians, watchers, and guards. He is the god of vigilance and protection, and is venerated by those who must remain watchful for enemies or danger, such as bodyguards, members of a town watch, or the guards of a vault. Although he embodies watchfulness, he does not care for good or evil. He is honorable and trustworthy in the stories of old, but some consider his dogma to be rigid and merciless. His Priests say that one must always be vigilant and on the lookout for danger. To defeat an enemy, one must use patience, careful planning and clear thought.
PROTECTION DOMAIN SPELLS
| Cleric Level | Spells |
|---|---|
| 1st | sanctuary, shield of faith |
| 3rd | aid, spiritual weapon |
| 5th | glyph of warding, mace of Odo** |
| 7th | banishment, guardian of faith |
| 9th | circle of power, dispel evil and good |
**spell found in Chapter 2
BONUS PROFICIENCIES
At 1st level, you gain proficiency with martial weapons and heavy armor.
WATCHER
From 1st level, you are constantly vigilant and aware of your surroundings. You cannot be surprised while you are conscious.
You can also use your quick sight and reactions to protect others. When a creature you can see 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. You must be wearing a shield.
CHANNEL DIVINITY: FORCEWARD
Starting at 2nd level, you can use your Channel Divinity to create a ward of force.
As an action, you create a shimmering blue field of magical energy that wraps around you and your allies. For 1 minute, when you or a friendly creature within 30 feet of you takes damage other than psychic damage, the damage is reduced by an amount equal to your Wisdom modifier. This effect ends if you are incapacitated or unconscious.
EXTRA ATTACK
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
AURA OF PROTECTION
Starting at 8th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
TRUE SEEING
At 17th level, your eyes are so acute that they can instantly discern truth from illusion. You gain truesight to a range of 60 feet.

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