Cleric/Shrine Guardian

Shrine Guardians are a special type of cleric, known for their abilities to see the future and protect others. However, they are not as heavily armoured as other clerics.

Shrine Guardian Features

Cleric Level Feature
1st Domain Spells, Bonus Proficiencies, Lost Proficiencies, Protective Healing
2nd Channel Divinity: Barrier
6th Humble Rebuke
8th Defensive Spellcasting
17th Predictive Healing

Shrine Guardian Spells

You gain domain spells at the cleric levels listed in the Shrine Guardian Spells table. See the Divine Domains class feature for how domain spells work.

Cleric Level Spells
1st Bless, Heroism
3rd Augury, Warding Bond
5th Clairvoyance, Spirit Guardians
7th Aura of Life, Aura of Purity
9th Commune, Hallow

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in one language and the Religion skill. Your proficiency bonus is doubled for any skill check made using Religion.

Lost Proficiencies

Also starting at 1st level you are no longer proficient with any armour, shields, and martial weapons. You cannot gain proficiency with them through feats or multiclassing.

Protective Healing

Also starting at 1st level, when you cast a Cleric spell that restore hitpoints, one creature that was healed by that spell also gains temporary hitpoints equal to half the amount healed plus your Cleric level. Any other creature that was healed by that spell gains temporary hitpoints equal to half your Cleric level.

Additionally, you can increase the amount of temporary HP gained. When you increase the temporary HP gained, anything that was halfed instead gains the full amount. You can do this a number of times equal to your Wisdom modifier. You regain all expent uses at the end of a long rest.

Channel Divinity: Barrier

Starting at 2nd level, you can call forth energy to protect you and your allies from physical harm as a bonus action. Until the start of your next turn you and all allies within 30ft of you have resistance to Bludgeoning, Piercing, and Slashing damage or resistance to Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder damage.

Humble Rebuke

Beginning at 6th level, when you take damage from a creature within 30ft of you, you can cause that creature to take 1d10 Radiant Damage. You can use this ability a number of times equal to your Wisdom modifier. You regain all expent uses on a long rest.

Defensive Spellcasting

Starting at 8th level, when you cast a Cleric Cantrip that deals damage, you can grant one ally within 10 ft. of the target temporary hitpoints equal to your Wisdom modifier.

Predicitive Healing

Starting at 17th level, you have gained the ability to foresee enemy attacks. When an attack is made against an ally you can see, you can use your reaction to grant them temporary HP equal to 1d20 plus your Cleric level.

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