Here’s a look at a Protection domain for clerics that Baron’s player and I came up with.
Breaking a few major “rules” of 5E by allowing the cleric to cast an Abjuration spell that requires Concentration and removing the Concentration requirement, and gaining the ability to affect multiple targets with their single-target Abjuration spells when using higher spell slot levels, this subclass may end up being “too good” as written. If there are broken combos to be found with the synergies between these abilities, I have faith in Vic (Baron’s player) to find them.
<Insert fluff that no one reads here>
Protection Domain Spells
|1st||Protection from Good and Evil, Shield of Faith|
|3rd||Protection from Poison, Warding Bond|
|5th||Magic Circle, Protection from Energy|
|7th||Guardians of Faith, Stoneskin|
|9th||Antilife Shell, Circle of Power|
When you choose this domain at first level, you gain proficiency with heavy armor.
Channel Divinity: Set Ward
Beginning at 2nd level, when you cast an abjuration spell with a duration which requires concentration, you may expend one use of your Channel Divinity class feature to remove the concentration requirement from the spell. It lasts for its full duration.
At 6th level, when you cast an abjuration spell which affects one target and has a duration which requires concentration using a higher level spell slot, you can choose to affect one additional target for each spell slot level higher than the spell’s base level. If the spell already grants this ability, such as the Banishment spell, this feature grants no additional effect. Additionally, if the spell has a range of touch, the range increases to 30 feet when cast with a higher level slot. Once you use this ability, you must complete a long rest before using it again.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you gain resistance to slashing, piercing, and bludgeoning damage.