Protection Domain Spells
|1st||Compelled Duel, Protection from Evil and Good|
|3rd||Aid, Protection from Poison|
|5th||Protection from Energy, Slow|
|7th||Guardian of Faith, Otiluke's Resilient Sphere|
|9th||Antilife Shell, Wall of Force|
At 1st level, you gain proficiency with heavy armor.
Shield of the Faithful
Starting at 1st level, when a creature 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. To do so, you must be able to see both the attacker and the target.
Channel Divinity: Divine Defense
Starting at 2nd level, 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 or necrotic damage equal to 2d10 + your cleric level.
Beginning at 6th level, 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.
At 8th level, 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
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.