Clerics of the Guardian Domain are paragons of defense, unwavering in the face of overwhelming force. They are often found on the front lines, not to strike down their foes, but to protect those behind them. These clerics serve deities who embody protection, loyalty, and sacrifice—gods of shields, guardianship, oaths, and sanctity. Whether standing sentinel at sacred gates, holding the line in the heart of a battle, or defending innocents from fiendish incursion, Guardian clerics place the safety of others above all else.
Followers of these deities believe protection is sacred. They are taught that the greatest act of faith is to suffer so another does not have to. Many take up the shield as both a weapon and a symbol, swearing to defend what others cannot. They frequently serve as bodyguards, sacred wardens, or unyielding bastions in divine orders, temples, and knightly halls. Their divine magic does not favor devastation—it flows into shields, barriers, and warding auras, lending them supernatural endurance and selfless resolve.
Domain Spells
1st-Level Cleric (Guardian Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Fighting Style
Choose a Fighting Style from the options below that reflects your martial training and skill with weapons. You cannot gain a Fighting Style more than once, even if another feature allows you to select an additional Fighting Style.
Defensive Fighting
So long as you are wearing armor, you gain a +1 bonus to your Armor Class.
Protector
When a creature you can see hits you, or a target within 5 feet of you, with a melee attack, you can use your reaction to grant the target a bonus to his or her AC equal to your Fighter Power Reservoir against that attack. You must be wielding a shield to do so. If the attack still hits, the target takes less damage equal to your Fighter Power Reservoir plus 1d4 if you are wielding a buckler, 1d6 if you are wielding a small shield, 1d10 if you are wielding a large shield, or 1d12 if you are wielding a tower shield.
Channel Divinity: Shield the Fallen
2nd-Level Cleric (Guardian Domain) Feature
You can use your Channel Divinity to shield your allies with divine force. As an action, you present your holy symbol and invoke your god’s protection. Choose up to three creatures within 30 feet of you. Each target gains temporary hit points equal to twice your cleric level and has resistance to all damage until the start of your next turn.
Vigilant Bastion
6th-Level Cleric (Guardian Domain) Feature
When a creature within 10 feet of you is forced to make a saving throw, you can use your reaction to grant them advantage on the roll. You must be able to see the creature to use this ability. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.
Additionally, when you cast a spell that grants temporary hit points, the targets also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the end of your next turn.
Divine Strike
8th-Level Cleric (Guardian Domain) Feature
You gain the ability to infuse your weapon strikes 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.
Unbreakable Ward
17th-Level Cleric (Guardian Domain) Feature
As a bonus action, you can mark yourself or a creature you can see within 30 feet as your warded ally. For 1 minute or until you are
Incapacitated, whenever that creature takes damage, you can use your reaction to reduce the damage taken by an amount equal to your cleric level + your Wisdom modifier. You must be able to see the ally to use this reaction.
Once you use this feature, you cannot do so again until you finish a long rest.
Deities of the Guardian Domain
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