Ward Domain

Clerics who follow the Ward Domain devote themselves to the sacred duty of protection. They use divine rituals to shield others from harm, placing holy wards that guard against both physical threats and spiritual intrusion. With incense, salt, and whispered prayers, they bless places of rest, secure the boundaries of sanctuaries, and push back against evil that seeks to cross the threshold.

These clerics are rarely on the front lines of battle. Instead, they stand at the center of the storm, holding sacred ground and safeguarding their allies. Their strength lies in preparation and faith, creating a haven where none may pass unchallenged.

Level 3: Distant Ward

When you cast an abjuration spell with a range of touch, you can instead target a willing creature within 30 feet of you.

Level 3: Ward Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Ward Domain Spells table, you thereafter always have the listed spells prepared.

Cleric LevelSpells
3Alarm, Protection from Evil and Good, Sanctuary, Shield
5Silence, Warding Bond
9Glyph of Warding, Tiny Hut
13Private Sanctum, Guardian of Faith
17Hallow, Wall of Force

Level 3: Totem of Protection

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to create a spiritual totem. The totem is Small, cannot be physically interacted with, and radiates an aura that shields your allies from spiritual and physical harm.

When you create the totem, choose one of the following forms:

  • Warding Sentry. The totem materializes in an unoccupied space you can see within 30 feet of you and hovers there. It lasts for 1 hour and creates a 30-foot-radius aura centered on it. As a bonus action on your turn, you can move the totem up to 30 feet to an unoccupied space you can see. While in the totem’s aura, allied creatures can use a reaction to gain a 1d4 bonus to a saving throw or reduce an attack roll made against them by 1d4.
  • Sanctified Pillar. The totem appears in an unoccupied space within 5 feet of you and cannot be moved once summoned. It lasts for 8 hours and creates a 40-foot-radius aura centered on it. Hostile creatures that enter the aura or start their turn there must succeed on a Charisma saving throw against your spell save DC or become exposed until the start of their next turn. While exposed, the creature is surrounded by divine light, and any illusion spells of 1st level affecting it are dispelled. At 7th level, this effect dispels illusions of 2nd level or lower. At 15th level, it affects illusions of 3rd level or lower. You and your allies have advantage on Wisdom (Perception) checks made to perceive exposed creatures. You and your allies cannot be surprised while in the aura.

You can have only one totem active at a time. A creature can benefit from only one totem’s aura at a time.

Level 6: Divine Ward

When you cast an abjuration spell on yourself or an ally, the target gains temporary hit points equal to your cleric level. If the spell already grants temporary hit points, this amount is added to it.

Level 17: Totem of Everlasting Protection

Your Totem of Protection gain greater endurance and power. The casting range and movement distance of your Warding Sentry each increase to 40 feet. In addition, the duration of your Sanctified Pillar increases to 24 hours.

Your Totem of Protection’s abilities increase:

  • Warding Sentry. The die used for saving throw bonuses and attack roll reduction increases to a d6.
  • Sanctified Pillar. Attack rolls made against an exposed creature are made with advantage.