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Meridian Adventures: The Dragonwick Campaign
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<blockquote data-quote="Rhineglade" data-source="post: 6833665" data-attributes="member: 6801931"><p><strong>PROTECTION DOMAIN</strong></p><p></p><p>Deities with the Protection Domain are typically overseers and nurturers. The role of the protector is considered a sacred trust. Clerics are therefore charged with watching over the 'flock' and protecting the faithful. Protection is not necessarily alignment based as even evil creatures can recognize the benefit of protection. Where the true difference lies is the role of the strong and weak. Evil faiths tend to naturally see weakness as a liability and therefore not something worth protecting. Good-aligned faiths however see the value of all life. It is the duty of the strong to protect the weak thus giving the weak ample opportunity to grow.</p><p></p><p><strong>Protection Domain</strong></p><p></p><p><strong>Cleric Level Domain Spell</strong></p><p>1st <em>expeditious retreat, shield</em></p><p>3rd <em>blur, cloud of daggers</em></p><p>5th <em>counterspell, nondetection</em></p><p>7th <em>Mordenkainen's faithful hound, stoneskin</em></p><p>9th <em>Bigby's hand, wall of force</em></p><p><strong></strong></p><p><strong>Bonus Proficiency</strong></p><p>At 1st level, you gain proficiency in heavy armor.</p><p></p><p><strong>Protect the Innocent</strong></p><p>Also at 1st level, when you or a creature you can see within 30 feet is attacked, you can impost disadvantage to the attack roll. You can use this ability a number of times a day equal to your Wisdom modifier (minimum of 1). You regain any expended uses of this ability after a long rest.</p><p></p><p><strong>Channel Divinity: Divine Grace</strong></p><p>Starting at 2nd level, you can use your Channel Divinity to bolster yourself or an ally in range. As a bonus action, you, or a creature you can see within 30 feet, can make a new save against a current effect in order to end the effect.</p><p></p><p><strong>Defense against the Dark Arts</strong></p><p>At 6th level, you gain the ability to protect yourself or a creature you touch from certain attacks. As an action, you can generate a divine shield around yourself or an ally for 1 minute. During this time, all attacks have disadvantage. The protected creature can likewise not be charmed, frightened or possessed. </p><p></p><p><strong>Divine Strike</strong></p><p>Sometimes the best defense is a good offense. Starting at 8th level, you can imbue your attacks with divine energy. 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.</p><p></p><p><strong>Meta Abjurer</strong></p><p>At 17th level, your abjuration spells become stronger and filled with divine potency. Whenever you cast a spell from the school of abjuration, you may apply either one of the following effects: extend the spells duration by doubling it (only applies to spells with a duration of at least 1 minute or longer) OR increase the spells range by doubling it (only applies to spells with a range of at least 5 feet or more).</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6833665, member: 6801931"] [B]PROTECTION DOMAIN[/B] Deities with the Protection Domain are typically overseers and nurturers. The role of the protector is considered a sacred trust. Clerics are therefore charged with watching over the 'flock' and protecting the faithful. Protection is not necessarily alignment based as even evil creatures can recognize the benefit of protection. Where the true difference lies is the role of the strong and weak. Evil faiths tend to naturally see weakness as a liability and therefore not something worth protecting. Good-aligned faiths however see the value of all life. It is the duty of the strong to protect the weak thus giving the weak ample opportunity to grow. [B]Protection Domain[/B] [B]Cleric Level Domain Spell[/B] 1st [I]expeditious retreat, shield[/I] 3rd [I]blur, cloud of daggers[/I] 5th [I]counterspell, nondetection[/I] 7th [I]Mordenkainen's faithful hound, stoneskin[/I] 9th [I]Bigby's hand, wall of force[/I] [B] Bonus Proficiency[/B] At 1st level, you gain proficiency in heavy armor. [B]Protect the Innocent[/B] Also at 1st level, when you or a creature you can see within 30 feet is attacked, you can impost disadvantage to the attack roll. You can use this ability a number of times a day equal to your Wisdom modifier (minimum of 1). You regain any expended uses of this ability after a long rest. [B]Channel Divinity: Divine Grace[/B] Starting at 2nd level, you can use your Channel Divinity to bolster yourself or an ally in range. As a bonus action, you, or a creature you can see within 30 feet, can make a new save against a current effect in order to end the effect. [B]Defense against the Dark Arts[/B] At 6th level, you gain the ability to protect yourself or a creature you touch from certain attacks. As an action, you can generate a divine shield around yourself or an ally for 1 minute. During this time, all attacks have disadvantage. The protected creature can likewise not be charmed, frightened or possessed. [B]Divine Strike[/B] Sometimes the best defense is a good offense. Starting at 8th level, you can imbue your attacks with divine energy. 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. [B]Meta Abjurer[/B] At 17th level, your abjuration spells become stronger and filled with divine potency. Whenever you cast a spell from the school of abjuration, you may apply either one of the following effects: extend the spells duration by doubling it (only applies to spells with a duration of at least 1 minute or longer) OR increase the spells range by doubling it (only applies to spells with a range of at least 5 feet or more). [/QUOTE]
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