Cleric

 

Cleric: Divine Domain: Shelter

Gods of nature are as varied as the natural world itself. Clerics that follow gods of this domain might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Shelter Domain Features

Domain Spells

Once you reach a level in this class that allows you to cast spells of the appropriate level, you always have the shelter domain spells prepared, and they do not count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the divine spell list, the spell is nonetheless a cleric spell for you.

 

Shelter Domain Spells

Level

Spells

1

Goodberries, protection from evil and good

3

Healing spirit, warding bond

5

Create food and water, crusader’s mantle

7

Locate creature, private sanctum

9

Antilife shell, wall of stone

Community’s Respite

Beginning at 3rd level, you can expend a spell slot of 1st level or higher when you take a short rest. At the end of that short rest, you and all allies who shared that rest with you regain 1d10 + your cleric level hit points. This healing increases by 2d10 for each spell slot level above 1st you spend in this way.

You can use this ability once between long rests.

 

Channel Divinity: Divine Protection

Starting at 6th level, you can use your ‘channel divinity’ to protect your allies. As a bonus action, all creature of your choice within 30 feet gain resistance to all damage until the end of your next turn.

 

Shelter of the Guardian

Starting at 10th level, you can shield others from harm at the cost of your own health.

When a creature within 15 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. When you use this feature, you have advantage on all attack rolls and saving throws until the end of your next turn.

You can use this ability once between short or long rests.

 

Emboldening Bond

Beginning at 14th level, you can forge an empowering bond among people who support one another.

As a bonus action, you choose willing creatures within 30 feet of you (this can include yourself). You create a magical bond among them for 1 minutes or until you use this feature again. While any bonded creature is within 10 feet of one other creature under the effect of the bond, the creature can roll a d4 whenever it makes an attack roll, an ability check, or a saving throw and add the result to the roll.

You can use emboldening bond once and you regain the use of it whenever you use your ‘channel divinity’ or when you finish a long rest.