Divine Domain: Sanctuary

The Domain of Sanctuary is the purview of deities who charge their followers to shield the weak from the strong and oppressive. It is a domain that has been bestowed exclusively onto disciples of the Order of the Gauntlet, as a reward from their patron gods for the just and honorable work the Order has accomplished. Clerics of this domain are front line fighters, protecting those weaker than them behind their radiant shields.

## **Protectors of the Gauntlet**

The just and honorable gods who venerate the Order of the Gauntlet have gifted its devout followers with this domain of protection and vigilance. Those who follow the path of the Sanctuary Domain bolster defenses and seek out evils to defeat. They believe that a strong shield and a suit of armor is the best defense against evil, and they stand side-by-side with paladins of the Order in fighting back the tide of evil to keep the Realms safe. The gods who grant this domain exclusively through the Order of the Gauntlet are Bahamut, Helm, Ilmater, the Red Knight, Tempus, Torm, and Tyr.

## **Restriction: Order of the Gauntlet Only**

Only members of the Order of the Gauntlet can choose the Sanctuary Domain as a divine domain. In the world of the Forgotten Realms, the Order of the Gauntlet strives to protect Faerun and keep it safe and just. The Order offers study and prayer to guide its members down the path of the Sanctuary Domain to better help defend the Realms from evil and chaos.

Your DM can lift this restriction to better suit the campaign.

## **Domain Spells**

You gain domain spells at the cleric levels listed.

**Sanctuary Domain Spells**

## **Bonus Proficiency**

When you choose this domain at 1st level, you gain proficiency with heavy armor.

## **Shield of the Gauntlet**

Starting at 1st level, you gain the ability to hinder attacks intended for others. 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. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

## **Channel Divinity: Radiant Defense**

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you can channel blessed energy into a number of allies that you can see within 30 feet of you. The number of allies you can affect is equal to your Wisdom modifier. The first time an ally blessed in this way is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

## **Blessed Healer**

Beginning at 6th level, the healing spells you cast on others can heal you as well. 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.

## **Divine Strike**

At 8th level, 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.

## **Indomitable Defense**

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.