After reading a thread on Reddit, I came up with the following initial pass at a Protection Domain for clerics. I'd like thoughts and comments.
PROTECTION DOMAIN
The protection domain focuses on the protective and nurturing aspects of certain deities. The gods or protection promote defense of the self as well as others and grant the skills and power to shelter and shield the defenseless and powerless. Deities whose portfolios include the protection domain are often deities that also have Life and War in their spheres of control, but also deities that have a penchant for feeling protective of certain followers or of certain aspects of life such as agricultural deities or deities that consider themselves patrons of a society or race.
Deities that grant the Protection Domain are:
Forgotten Realms
Chauntea, Deneir, Eldath, Helm, Kelemvor, Lathander, Selune, Silvanus, Sune, Tempus, Torm, Tymora, Waukeen
Greyhawk
Celestian, Fharlanghn, St. Cuthbert, Tritherion
Dragonlance
Paladine, Habbakuk, Kiri-Jolith, Mishikal / Gilean, Shinare
Eberron
Boldrei, Dol Arrah / The Silver Flame, The Path of Light, The undying Court, The Spirits of the Past
Nonhuman
Bahamut, Corellon Larethion, Eadro, Garl Glittergold, Moradin, Rillifane Rallathil, Skoraeus Stonebones, Yondalla
Celtic
The Daghdha, Diancecht
Greek
Demeter, Hera, Hestia, Tyche
Egyptian
Bast, Bes, Isis, Nephthys
Norse
Forseti, Thor, Tyr, Uller
PROTECTION DOMAIN SPELLS
[table="width: 500, align: left"]
[tr]
[td]Cleric Level[/td]
[td]Spells[/td]
[/tr]
[tr]
[td]1st[/td]
[td]shield of faith, sanctuary[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]warding bond, aid[/td]
[/tr]
[tr]
[td]5th[/td]
[td]glyph of warding, magic circle[/td]
[/tr]
[tr]
[td]7th[/td]
[td]mordenkainen's private sanctum, aura of purity[/td]
[/tr]
[tr]
[td]9th[/td]
[td]circle of power, wall of force[/td]
[/tr]
[/table]
BONUS CANTRIP
When you choose the domain at 1st level, you gain the Blade Ward cantrip if you don't already know it. Additionally, the range becomes Touch for this cantrp.
BONUS PROFICIENCY
Also at 1st level, you gain proficiency in heavy armor.
CHANNEL DIVINITY: Shielding
Starting at 2nd level, you can use your Channel Divinity to ward your allies against attacks. As an action, you present your holy symbol and evoke warding energy that grants a +2 bonus to AC for one minute to all allies within 30 feet of you.
CHANNEL DIVINITY: Warding
At 6th level, when a creature within 30 of you make an attack roll, you can use your reaction to impose upon that creature a -10 penalty to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to any die roll result bonuses you grant with any cleric cantrip.
ULTIMATE WARDING
Starting at 17th level, you can use your action to activate an aura of warding that lasts for 1 minute or until you dismiss it using another action. All enemies within 60 feet have disadvantage on attack rolls.
PROTECTION DOMAIN
The protection domain focuses on the protective and nurturing aspects of certain deities. The gods or protection promote defense of the self as well as others and grant the skills and power to shelter and shield the defenseless and powerless. Deities whose portfolios include the protection domain are often deities that also have Life and War in their spheres of control, but also deities that have a penchant for feeling protective of certain followers or of certain aspects of life such as agricultural deities or deities that consider themselves patrons of a society or race.
Deities that grant the Protection Domain are:
Forgotten Realms
Chauntea, Deneir, Eldath, Helm, Kelemvor, Lathander, Selune, Silvanus, Sune, Tempus, Torm, Tymora, Waukeen
Greyhawk
Celestian, Fharlanghn, St. Cuthbert, Tritherion
Dragonlance
Paladine, Habbakuk, Kiri-Jolith, Mishikal / Gilean, Shinare
Eberron
Boldrei, Dol Arrah / The Silver Flame, The Path of Light, The undying Court, The Spirits of the Past
Nonhuman
Bahamut, Corellon Larethion, Eadro, Garl Glittergold, Moradin, Rillifane Rallathil, Skoraeus Stonebones, Yondalla
Celtic
The Daghdha, Diancecht
Greek
Demeter, Hera, Hestia, Tyche
Egyptian
Bast, Bes, Isis, Nephthys
Norse
Forseti, Thor, Tyr, Uller
PROTECTION DOMAIN SPELLS
[table="width: 500, align: left"]
[tr]
[td]Cleric Level[/td]
[td]Spells[/td]
[/tr]
[tr]
[td]1st[/td]
[td]shield of faith, sanctuary[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]warding bond, aid[/td]
[/tr]
[tr]
[td]5th[/td]
[td]glyph of warding, magic circle[/td]
[/tr]
[tr]
[td]7th[/td]
[td]mordenkainen's private sanctum, aura of purity[/td]
[/tr]
[tr]
[td]9th[/td]
[td]circle of power, wall of force[/td]
[/tr]
[/table]
BONUS CANTRIP
When you choose the domain at 1st level, you gain the Blade Ward cantrip if you don't already know it. Additionally, the range becomes Touch for this cantrp.
BONUS PROFICIENCY
Also at 1st level, you gain proficiency in heavy armor.
CHANNEL DIVINITY: Shielding
Starting at 2nd level, you can use your Channel Divinity to ward your allies against attacks. As an action, you present your holy symbol and evoke warding energy that grants a +2 bonus to AC for one minute to all allies within 30 feet of you.
CHANNEL DIVINITY: Warding
At 6th level, when a creature within 30 of you make an attack roll, you can use your reaction to impose upon that creature a -10 penalty to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to any die roll result bonuses you grant with any cleric cantrip.
ULTIMATE WARDING
Starting at 17th level, you can use your action to activate an aura of warding that lasts for 1 minute or until you dismiss it using another action. All enemies within 60 feet have disadvantage on attack rolls.