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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 Odin.
- Implemented as written except for 9th level. The spells did not exist - Wall of Force, Antilife Shell - so I chose similar protection spells.
1st Level Bonus Proficiency - At 1st level, you gain proficiency with heavy armor.
- Implemented as written
2nd Level 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.
- Implemented as written
Indomitable Defense I - You channel the power of your God to become Indomitable. You gain resistance to nonmagical slashing, piercing, and bludgeoning damage for 2 turns. You can use this ability 1/x long rest (+1 Indomitable Defense Charge).
- Adaptation of the level 17 Ability, upgrades later
6th Level Blessed Healer - 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.
- Implemented as written.
Indomitable Defense II - Upgrades Indomitable Defense I - Your connection to your God has become stronger. You gain resistance to both magical and nonmagical slashing, piercing, and bludgeoning damage for 2 turns.
8th Level Divine Strike - 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
- Implemented as written, including lvl 14 upgrade
10th Level Indomitable Defense III - Power and strength courses through your every fiber - you have become truly Indomitable. You gain resistance to ALL damage for 2 turns. +1 Indomitable Defense Charge - Additional use of Indomitable Defense
13th Level Indomitable Defense IV - Your Indomitable Defense III ability is now targetable.
17th Level +1 Indomitable Defense Charge - Additional use of Indomitable Defense
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.
- Implemented as Indomitable Defense ability I - IV