Protection Domain
Protection Domain Spells
Cleric Level Spells
1 blessing, healing wounds, imperious order, good berries
3 spiritual weapon, zone of truth, aid, hold person
5 revive, sign of hope, spite, create food and water
7 guard against death, guardian of faith, exile, feat of magnificence
9 heal wounds in mace, holy weapon, summon heavenly spirit
Divine Protection
At 1st level as an action you can spend 1 hit point to activate this trait, in an area of 60 feet,
a divine aura is extended, all the creatures you choose are provoked for one minute, for
each provoked creature you have +2 in your armor class, while you are using divine
protection you cannot attack. A provoked creature can only attack the creature that activated
this trait.
Disciple of Life
Also, starting at 1st level, your healing spells become more effective. When you use a spell
of 1st level or higher to restore hit points to a creature, the creature recovers additional hit
points equal to 2 + the spell's level. You are proficient with all armor and are immune to
necrotic damage.
Channel Divinity: Preserve Life
Starting at 2nd level, you are able to use your Channel Divinity to heal the seriously injured.
As an action, you can display your holy symbol and generate healing energy capable of
recovering hit points equal to five times your cleric level. Pick any number of creatures within
30 feet of you and divide these hit points between them. This trait cannot cause a creature to
have more than half its maximum hit points and cannot be used on undead or automatons.
Protection Spells
In addition, also from 2nd level you can use your domain spells by spending 1 hit point per
spell slot, you can only cast the maximum level allowed for your cleric level in this way.
Blessed Healer
Starting at 6th level, the healing spells you cast on others also heal you. When you use a
spell of 1st level or higher to regain hit points from a creature other than you, you regain 2 +
the spell's hit point level. Also by your blessing you are immune to radiant damage.
Enhanced Divine Protection
Starting at 8th level, you can spend extra hit points by spending your reaction to increase
them to your armor class, these last until the end of your next turn. You can also, for every 1
hit point spent, to resist a selected damage type.
Supreme Healing
Starting at 17th level, instead of rolling one or more dice to determine the number of hit
points healed by your spells, you will use the maximum possible result from each die. Thus,
a creature that you would normally make regain 2d6 hit points will regain 12.