Guardian Domain (5e Subclass)
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Guardian Domain[edit]
Cleric Subclass
Clerics from the guardian domain, also normally called "guardians", are divine acolytes that devote themselves to become wardens and protectors of their temples. They can be devotees of any type of divinity, since any temple can benefit from the dedicated protection granted by guardians, but they are more commonly found in temples of gods that have Protection or War on their portfolio.
There are also non-theistic temples of guardians, who gain their power trough meditation and attunement to the divine, learning ancient techniques to harness the divine power to cast spell - specially defensive ones. Non-theistic guardians can be part of autonomous organizations, that are selflessly dedicated to the protection of those not willing to do it for themselves, while sometimes they also offer their services for a price, as a way of gathering gold for the temple.
Finally, there are guardians that are devoted to a secular organization, such as a kingdom, and train their abilities - magical or otherwise - to protect either territory, by patrolling borders and guarding fortresses; nobles, acting as royal guards and elite protectors; and relics, protecting items that have either symbolic value or magical power.
This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]
Spell Level | Spells |
---|---|
1st | sanctuary, shield |
3rd | arcane lock, warding bond |
5th | counterspell, magic circle |
7th | death ward, resilient sphere |
9th | circle of power, wall of force |
- Bonus Proficiency
At 1st level, you gain proficiency with heavy armor.
- Protect Self
At 1st level, you can now add half your Wisdom modifier (rounded down) to all Constitution and Dexterity saving throws.
- Ward
At 2nd level, the guardian can turn himself into a mobile wall. As a bonus action you can spend one use of your Channel Divinity to gain the following benefits for 1 minute:
- All creatures of your choice within 5 feet gain the benefits of half cover.
- You gain resistance to one damage type of your choice.
- Whenever you or a creature within 5 feet succeeds a Dexterity saving throw, that creature takes 0 damage, instead of half.
- Wholeness of Body
At 6th level, you gain the ability to heal yourself. You gain a pool of healing equal to 3 x your cleric level. As an action, you can spend any amount of points from that pool up to your maximum, and regain that amount of hit points.
- Uncanny Dodge
Starting at 8th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Damage Reduction
Guardians are tough cookies, and they can shrug off some damage from each blow or attack. At 17th level, you gain resistance to slashing, piercing and bludgeoning damage.
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