5e Domain for deities & the best domain for Cleric 5e in D&D
A fantasy religion is essential for every fantasy country. A fantasy setting as vast as D&D can mean that many people, races, and monsters pray to countless gods or goddesses. Let’s now discuss the 5e domains and deities. We’ve all done it. D&D gods are rich in history, iconography, as well as a deliciously crafted flavor you can build your entire character around. D&D deities can come in many sizes and temperaments. This history goes back to the very beginning of D&D.
Some were similar to the God Domain 5e. God’s Domain was a highly anticipated VRMMORPG (Virtual-Reality-Massively-Multiplayer-Online-Role-Playing-Game) released on the 25th of April, 2129. The game’s premise was to explore an adventure in the virtual world called God’s Domain in 5e d&d. This world has its history, people and culture.
Gods of the Multiverse
In the D&D multiverse, religion is an integral part of daily life. It’s difficult to deny the existence of the gods and clerics who channel their power. Evil cults make dark sacrifices in underground lairs, and clerics channel the divine energy. Shining paladins are beacons against the darkness.
People in D&D may worship different gods under different circumstances and times. For example, people in the Forgotten Realms might pray to Sune to get lucky in love, offer Waukeen a sacrifice, and pray that Talos will be pleased when a severe storm hits. Many people have a favourite god, one whose teachings and ideals they follow. A few devote their lives to one god and serve as champions or priests for that god’s purposes.
Your DM will decide which gods are worshipped in your campaign. You can choose one deity to worship, serve, or give lip service to from the list of gods. You can also select the ones that your character most frequently prays to. You can also make a list of gods that are highly revered by your DM so that you can invoke their names whenever necessary. When choosing your Domain, consider whether you are playing a cleric or an Acolyte character.
Lust Domain 5e
The Lust domain was a set of spells and powers that divine spellcasters such as clerics could enhance their ability and status. It was granted by deities whose portfolios included a passionate desire for power, influence, sensuality, and quality. The Lust domain gave clerics the ability to increase their personality’s force for several seconds by using body posture and movements to seduce or distract. Spellcasters were able to use the charm person, invisibility, and clairaudience/clairvoyance spells. Some experience allowed clerics to cast lesser planar allies, scrying, or symbols of persuasion. The Domain was open to masters who could provide refuge, sympathy and trap the soul.
Death Domain 5e
The death domain is not to be confused with its counterpart. The grave Domain gives clerics abilities that directly relate to necromancy and subversion of death. These clerics are among the most offensive-oriented. They gain the channel divinity ability Reaper, which allows them to do significant additional necrotic damage against foes they make melee attacks against. These clerics have access to death-related spells, such as Death Ward, False Life, and Animate Dead.
Charm Domain 5e
Charm was a domain granted to divine spellcasters such as clerics that gave them charm-related powers and spells. They could be charismatic for one minute once a day. Novice spellcasters could use charm person, calm emotions, or suggestion spells. Some experience clerics could charm monsters, cast emotion, or make geas/quests. The Domain was open to masters who could control it. They could demand and dominate demons.
Tempest Domain 5e
Clerics are traditionally one the most support-based classes in D&D. However. Many domains can provide clerics with notable offensive abilities. The tempest domain is one such Domain. Primarily the Domain of the weather gods, the 5e tempest domain gives a cleric many weather-related spells like Fog Cloud, Gust of Wind and Call Lightning.
The Tempest Domain Clerics gain the Channel Divinity ability, Destructive Wrath. It allows them to use lightning and thunder damage to do the most damage.
War Domain 5e
Clerics of War Domain are another offence-oriented domain. They function as hybrids of Clerics, Paladins, and Clerics. The war domain provides clerics with proficiency in heavy armor and martial weapons. They also have access to spells like Shield of Faith, Magic Weapon and Crusader’s Mantel, which allow characters to boost offences and defences.
War Clerics players are encouraged to attack more than usual. They gain weapon attacks as bonus actions and channel divinity abilities that add +10 to their attack rolls.
Orc Domain 5e
Priests who have the Orc domain can smite foes with greater force, especially elves or dwarves.
The Orc domain was a domain granted to divine spellcasters such as clerics that gave them spells and powers useful to orcs. As they advanced, a priest who had this Domain could cause terror to lesser foes and throw fire with produce flame. They could improve their combat prowess and weaken their enemies with divine power and prayer. They learned eyebite and prying eyes from Gruumsh One-Eye, their chief god. They can cut or even slay nonevil enemies with Blasphemy, protect themselves against lawful Magic using cloaks of Chaos, and finally outright slay all beings with the power word, Kill.
Trickery Domain 5e
Clerics have the Trickery Domain in 5e dnd, which is one of the most exclusive domains they have. It provides them with many valuable spells and utilities that they wouldn’t otherwise be able to access. These clerics are acolytes to gods of deception, and illusory access spells like Disguise Self or Mirror Image. Both of these spells can prove extremely useful. Clerics in this Domain also have access to Invoke Duplicity. This channel divinity ability allows them to create illusory copies.
Halfling Domain 5e
Halfling was a domain of deity that gave divine spellcasters such as clerics spells and powers inspired by halflings. They were able to increase their stealth, climbing, jumping and jumping once per day for 10 minutes. Spellcasters could use magic stones, cat’s grace or magic vestment spells. Some experience allowed clerics to cast freedom of motion, mordenkainen’s faithful hound, or move the earth. The Domain was open to masters who could access shadow walking, word recall and foresight.
Grave Domain 5e
The Grave Domain’s Clerics worship the gods of death and detest any force that attempts to manipulate it. These clerics make excellent support characters and can be offensive while still working to keep their party afloat.
The Grave domain’s Clerics manipulate death by helping their comrades escape it with spells like Revivify and Spare the Dying while pushing their foes towards an early end through spells like a ray of enfeeblement. These clerics can also sense the presence and death of the undead because they are in tune with death.
Illusion domain 5e
The Illusion domain was a domain of deity that gave divine spellcasters such as clerics illusion spells and powers. The priest’s illusion spells gained greater potency. Spellcasters could use the minor image, silent, and displacement spells. Some experience allowed clerics to cast the phantasmal kill, persistent image and mislead spells. The Domain was open to those who were masters. They could project images, screens and strange.
Arcana Domain 5e
The Arcana Domain’s clerics are dedicated to gods of great wisdom and knowledge. They allow a similar cleric utility to classes like wizards. They can access the spells Magic Missile and Detect Magic. These spells can be beneficial in many situations. Clerics of Arcana Domain also have access to two more cantrips from wizard spells, as if their extensive spell list wasn’t enough!
Light Domain 5e
Clericals of the Light Domain are another domain that is focused on damage. They worship light, truth and beauty. They gain many light-based abilities as one might expect from clerics, including the Light cantrip, which allows them to blind an attacker with bright light and impose a disadvantage.
The Light Domain Clerics have a very offence-oriented spell list. They can learn spells like Burning Hands and Scorching Ray, as well as FireBall in 5e dnd. Radiance of Dawn, their channel divinity ability to deal substantial amounts of radiant damage, makes them Clerics.
Forge Domain 5e
The Forge Domain’s clerics worship the gods of metalworking, forge and art. The Forge Domain’s clerics are an excellent choice for building characters, as they can effectively fill both offensive and support-based positions.
Proficiencies in heavy armor or artisan’s tools can be helpful to improve weapons and armor temporarily. The blessing of the forge ability allows you to buff an armor piece by +1 AC and provide a weapon with one damage. This Domain also provides a cleric with an excellent spell list, including standouts like Searing Smite or Protection from Energy.
Order Domain 5e
The Order Domain was traditionally a domain used by the most lawful of the clergy. Clerics serving gods of law or order are the Clerics. These clerics are some of the strongest support characters in D&D. They have access to Order’s Demand, one of the most potent Channel Divinity abilities. That can be useful to charm enemies. These Clerics can hold their own in combat and gain proficiency in heavy armor. The Voice of authority allows the clerics to make additional attacks if they target an ally with a spell.
Life Domain 5e
Clerics from the Life Domain 5e are the most common clerics that players associate with when they think of clerics. The Life Domain’s clerics worship the gods of agriculture, life, healing, and the sun. They are also among the most skilled healers in D&D. Clerics of Life Domain can give an ally an extra +2 HP for all healing spells.
Twilight Domain 5e
The Twilight Domain regulates the transition from light to the darkness. It is a time for comfort and rest, and also the border between safety and danger. Boldrei (or Hestia), protection (such Dol Arrah), Hajama (or Helm), bravery (such Fharlanghn), Hermes (or the Raven Queen), and travel (such Fharlanghn or Hermes), as well as the night and dreams (such Celestian, Morpheus or Nut), may grant their clerics access to the Twilight Domain. These deities are served by brave clerics who seek out the dark to keep them away from danger and bring comfort to the lost.
Your eyes are blessed from the first level. It allows you to see even through the darkest shadows. Darkvision has no maximum range. You can see in dim light as bright as it is and in darkness as vague as it is.
You can benefit from this feature as an action to any creature within 10 feet of your location. The help shared lasts 10 minutes. This benefit can be extended to the Wisdom modifier, but you must do so at least once. After a long rest, you will regain any used benefits.
Cavern domain 5e
The Cavern was a domain of deity that gave divine spellcasters such as clerics cavernous powers and spells. Their abilities to find hidden objects and estimate their underground depths improved. Novice spellcasters could use the detection of secret doors, darkness, or meld into stone spells. Some experience clerics could cast Leomund’s safe shelter, passwall, to find the way. The Domain was open to masters who had access to earthquake, the maw of stones, and prison.
Best Domain for 5e Cleric in d&d
Each deity in Dungeons and Dragons is assigned a Divine Domain. It determines the abilities that clerics who worship those gods will gain as they level up. While clerics can cast spells associated with the god’s domain, they cannot be restricted to doing so. However, each Domain’s spell list gives insight into what type of spells a cleric can use. But, only clerics who worship the gods in that Domain have these abilities.
Their Domain should greatly influence your choice of deity, so have a look at your options in the Player’s Handbook – we’re not going into those D&d Divine Domains featured in other sourcebooks and homebrew supplements in the interest of keeping things as simple as possible – and see where your heart takes you.
Knowledge Domain 5e
The gods of knowledge worshipped by clerics are big brain-boxes that thrive on finding hidden secrets and helping their party achieve their goals. The most popular spells they suggest are Command and Suggestion, which focus on enemy control. They can read minds and learn languages quickly.
Life Domain 5e
One of the most popular Cleric Divine Domains, the Life Domain is all about – you guessed! The Life Domain is about keeping party members, the fools they call, alive and kicking. The suggested spells are designed to boost allies’ health and save them money. They also bring back the dead. Life Domain abilities enhance healing Magic and give your Cleric the power to heal others and themselves.
Light Domain 5e
This Divine Domain is, quite literally speaking, the ability to channel fire, a significant source, into your life. The Light Domain’s clerics often use spells to set their enemies on fire, bring light to dark places, and even see through others’ eyes. Light Domain clerics can protect themselves from being attacked by incoming attacks, inflict radiation damage on their enemies, and make them vulnerable to fire damage – a great defence against the undead.
Nature Domain 5e
These clerics use the power of nature to accomplish their goals, primarily those of animals and plants. Some of the suggested spells include making friends with local wildlife, attacking enemies with aggressive plants life, and even teleporting long distances using trees. You can tap into abilities that will help your Cleric make animal friends, protect your allies from certain types of elemental harm, and eventually give them an army to command at their pleasure.
Tempest Domain 5e
The Tempest Domain is the best place to find a cleric that follows in the footsteps of Thor and his contemporaries. The suggested spells include lightning-summoning and the ability to control water waves and devastate enemies with waves. Clerics from this Domain can push back advancing enemies whenever they take said lightning damage. They can even fly, which is pretty cool.
Trickery Domain 5e
Although Clerics may not be as committed to stealth as the Rogue Class, they can still be sneaky if needed. The Trickery Domain’s Clerics specialize in bluffing their enemies and increasing their allies’ quietness. Clerics of the Trickery Domain are recommended spells that allow them to manipulate and deceive others, move quickly from one place to another, and even transform themselves into another person entirely. Your Cleric can use the Trickery Domain to avoid both unwanted notice and damage.
War domain 5e
This one is simple – it is all about improving the art of combative martial arts. It is the Divine Domain to help you create a cleric capable of smashing heads. This Domain’s spells are designed to help clerics protect themselves and their allies against attacks. They also summon spiritual attackers, making it easier for them to move around on the battlefield. The War Domain’s abilities allow your clerics to perform more attacks, increase accuracy, and provide resistance to physical damage to their allies.
5e Domain for deities & the best domain for Cleric 5e in D&D
A fantasy religion is essential for every fantasy country. A fantasy setting as vast as D&D can mean that many people, races, and monsters pray to countless gods or goddesses. Let’s now discuss the 5e domains and deities. We’ve all done it. D&D gods are rich in history, iconography, as well as a deliciously crafted flavor you can build your entire character around. D&D deities can come in many sizes and temperaments. This history goes back to the very beginning of D&D.
Some were similar to the God Domain 5e. God’s Domain was a highly anticipated VRMMORPG (Virtual-Reality-Massively-Multiplayer-Online-Role-Playing-Game) released on the 25th of April, 2129. The game’s premise was to explore an adventure in the virtual world called God’s Domain in 5e d&d. This world has its history, people and culture.
Gods of the Multiverse
In the D&D multiverse, religion is an integral part of daily life. It’s difficult to deny the existence of the gods and clerics who channel their power. Evil cults make dark sacrifices in underground lairs, and clerics channel the divine energy. Shining paladins are beacons against the darkness.
People in D&D may worship different gods under different circumstances and times. For example, people in the Forgotten Realms might pray to Sune to get lucky in love, offer Waukeen a sacrifice, and pray that Talos will be pleased when a severe storm hits. Many people have a favourite god, one whose teachings and ideals they follow. A few devote their lives to one god and serve as champions or priests for that god’s purposes.
Your DM will decide which gods are worshipped in your campaign. You can choose one deity to worship, serve, or give lip service to from the list of gods. You can also select the ones that your character most frequently prays to. You can also make a list of gods that are highly revered by your DM so that you can invoke their names whenever necessary. When choosing your Domain, consider whether you are playing a cleric or an Acolyte character.
Lust Domain 5e
The Lust domain was a set of spells and powers that divine spellcasters such as clerics could enhance their ability and status. It was granted by deities whose portfolios included a passionate desire for power, influence, sensuality, and quality. The Lust domain gave clerics the ability to increase their personality’s force for several seconds by using body posture and movements to seduce or distract. Spellcasters were able to use the charm person, invisibility, and clairaudience/clairvoyance spells. Some experience allowed clerics to cast lesser planar allies, scrying, or symbols of persuasion. The Domain was open to masters who could provide refuge, sympathy and trap the soul.
Death Domain 5e
The death domain is not to be confused with its counterpart. The grave Domain gives clerics abilities that directly relate to necromancy and subversion of death. These clerics are among the most offensive-oriented. They gain the channel divinity ability Reaper, which allows them to do significant additional necrotic damage against foes they make melee attacks against. These clerics have access to death-related spells, such as Death Ward, False Life, and Animate Dead.
Charm Domain 5e
Charm was a domain granted to divine spellcasters such as clerics that gave them charm-related powers and spells. They could be charismatic for one minute once a day. Novice spellcasters could use charm person, calm emotions, or suggestion spells. Some experience clerics could charm monsters, cast emotion, or make geas/quests. The Domain was open to masters who could control it. They could demand and dominate demons.
Tempest Domain 5e
Clerics are traditionally one the most support-based classes in D&D. However. Many domains can provide clerics with notable offensive abilities. The tempest domain is one such Domain. Primarily the Domain of the weather gods, the 5e tempest domain gives a cleric many weather-related spells like Fog Cloud, Gust of Wind and Call Lightning.
The Tempest Domain Clerics gain the Channel Divinity ability, Destructive Wrath. It allows them to use lightning and thunder damage to do the most damage.
War Domain 5e
Clerics of War Domain are another offence-oriented domain. They function as hybrids of Clerics, Paladins, and Clerics. The war domain provides clerics with proficiency in heavy armor and martial weapons. They also have access to spells like Shield of Faith, Magic Weapon and Crusader’s Mantel, which allow characters to boost offences and defences.
War Clerics players are encouraged to attack more than usual. They gain weapon attacks as bonus actions and channel divinity abilities that add +10 to their attack rolls.
Orc Domain 5e
Priests who have the Orc domain can smite foes with greater force, especially elves or dwarves.
The Orc domain was a domain granted to divine spellcasters such as clerics that gave them spells and powers useful to orcs. As they advanced, a priest who had this Domain could cause terror to lesser foes and throw fire with produce flame. They could improve their combat prowess and weaken their enemies with divine power and prayer. They learned eyebite and prying eyes from Gruumsh One-Eye, their chief god. They can cut or even slay nonevil enemies with Blasphemy, protect themselves against lawful Magic using cloaks of Chaos, and finally outright slay all beings with the power word, Kill.
Trickery Domain 5e
Clerics have the Trickery Domain in 5e dnd, which is one of the most exclusive domains they have. It provides them with many valuable spells and utilities that they wouldn’t otherwise be able to access. These clerics are acolytes to gods of deception, and illusory access spells like Disguise Self or Mirror Image. Both of these spells can prove extremely useful. Clerics in this Domain also have access to Invoke Duplicity. This channel divinity ability allows them to create illusory copies.
Halfling Domain 5e
Halfling was a domain of deity that gave divine spellcasters such as clerics spells and powers inspired by halflings. They were able to increase their stealth, climbing, jumping and jumping once per day for 10 minutes. Spellcasters could use magic stones, cat’s grace or magic vestment spells. Some experience allowed clerics to cast freedom of motion, mordenkainen’s faithful hound, or move the earth. The Domain was open to masters who could access shadow walking, word recall and foresight.
Grave Domain 5e
The Grave Domain’s Clerics worship the gods of death and detest any force that attempts to manipulate it. These clerics make excellent support characters and can be offensive while still working to keep their party afloat.
The Grave domain’s Clerics manipulate death by helping their comrades escape it with spells like Revivify and Spare the Dying while pushing their foes towards an early end through spells like a ray of enfeeblement. These clerics can also sense the presence and death of the undead because they are in tune with death.
Illusion domain 5e
The Illusion domain was a domain of deity that gave divine spellcasters such as clerics illusion spells and powers. The priest’s illusion spells gained greater potency. Spellcasters could use the minor image, silent, and displacement spells. Some experience allowed clerics to cast the phantasmal kill, persistent image and mislead spells. The Domain was open to those who were masters. They could project images, screens and strange.
Arcana Domain 5e
The Arcana Domain’s clerics are dedicated to gods of great wisdom and knowledge. They allow a similar cleric utility to classes like wizards. They can access the spells Magic Missile and Detect Magic. These spells can be beneficial in many situations. Clerics of Arcana Domain also have access to two more cantrips from wizard spells, as if their extensive spell list wasn’t enough!
Light Domain 5e
Clericals of the Light Domain are another domain that is focused on damage. They worship light, truth and beauty. They gain many light-based abilities as one might expect from clerics, including the Light cantrip, which allows them to blind an attacker with bright light and impose a disadvantage.
The Light Domain Clerics have a very offence-oriented spell list. They can learn spells like Burning Hands and Scorching Ray, as well as FireBall in 5e dnd. Radiance of Dawn, their channel divinity ability to deal substantial amounts of radiant damage, makes them Clerics.
Forge Domain 5e
The Forge Domain’s clerics worship the gods of metalworking, forge and art. The Forge Domain’s clerics are an excellent choice for building characters, as they can effectively fill both offensive and support-based positions.
Proficiencies in heavy armor or artisan’s tools can be helpful to improve weapons and armor temporarily. The blessing of the forge ability allows you to buff an armor piece by +1 AC and provide a weapon with one damage. This Domain also provides a cleric with an excellent spell list, including standouts like Searing Smite or Protection from Energy.
Order Domain 5e
The Order Domain was traditionally a domain used by the most lawful of the clergy. Clerics serving gods of law or order are the Clerics. These clerics are some of the strongest support characters in D&D. They have access to Order’s Demand, one of the most potent Channel Divinity abilities. That can be useful to charm enemies. These Clerics can hold their own in combat and gain proficiency in heavy armor. The Voice of authority allows the clerics to make additional attacks if they target an ally with a spell.
Life Domain 5e
Clerics from the Life Domain 5e are the most common clerics that players associate with when they think of clerics. The Life Domain’s clerics worship the gods of agriculture, life, healing, and the sun. They are also among the most skilled healers in D&D. Clerics of Life Domain can give an ally an extra +2 HP for all healing spells.
Twilight Domain 5e
The Twilight Domain regulates the transition from light to the darkness. It is a time for comfort and rest, and also the border between safety and danger. Boldrei (or Hestia), protection (such Dol Arrah), Hajama (or Helm), bravery (such Fharlanghn), Hermes (or the Raven Queen), and travel (such Fharlanghn or Hermes), as well as the night and dreams (such Celestian, Morpheus or Nut), may grant their clerics access to the Twilight Domain. These deities are served by brave clerics who seek out the dark to keep them away from danger and bring comfort to the lost.
Your eyes are blessed from the first level. It allows you to see even through the darkest shadows. Darkvision has no maximum range. You can see in dim light as bright as it is and in darkness as vague as it is.
You can benefit from this feature as an action to any creature within 10 feet of your location. The help shared lasts 10 minutes. This benefit can be extended to the Wisdom modifier, but you must do so at least once. After a long rest, you will regain any used benefits.
Cavern domain 5e
The Cavern was a domain of deity that gave divine spellcasters such as clerics cavernous powers and spells. Their abilities to find hidden objects and estimate their underground depths improved. Novice spellcasters could use the detection of secret doors, darkness, or meld into stone spells. Some experience clerics could cast Leomund’s safe shelter, passwall, to find the way. The Domain was open to masters who had access to earthquake, the maw of stones, and prison.
Best Domain for 5e Cleric in d&d
Each deity in Dungeons and Dragons is assigned a Divine Domain. It determines the abilities that clerics who worship those gods will gain as they level up. While clerics can cast spells associated with the god’s domain, they cannot be restricted to doing so. However, each Domain’s spell list gives insight into what type of spells a cleric can use. But, only clerics who worship the gods in that Domain have these abilities.
Their Domain should greatly influence your choice of deity, so have a look at your options in the Player’s Handbook – we’re not going into those D&d Divine Domains featured in other sourcebooks and homebrew supplements in the interest of keeping things as simple as possible – and see where your heart takes you.
Knowledge Domain 5e
The gods of knowledge worshipped by clerics are big brain-boxes that thrive on finding hidden secrets and helping their party achieve their goals. The most popular spells they suggest are Command and Suggestion, which focus on enemy control. They can read minds and learn languages quickly.
Life Domain 5e
One of the most popular Cleric Divine Domains, the Life Domain is all about – you guessed! The Life Domain is about keeping party members, the fools they call, alive and kicking. The suggested spells are designed to boost allies’ health and save them money. They also bring back the dead. Life Domain abilities enhance healing Magic and give your Cleric the power to heal others and themselves.
Light Domain 5e
This Divine Domain is, quite literally speaking, the ability to channel fire, a significant source, into your life. The Light Domain’s clerics often use spells to set their enemies on fire, bring light to dark places, and even see through others’ eyes. Light Domain clerics can protect themselves from being attacked by incoming attacks, inflict radiation damage on their enemies, and make them vulnerable to fire damage – a great defence against the undead.
Nature Domain 5e
These clerics use the power of nature to accomplish their goals, primarily those of animals and plants. Some of the suggested spells include making friends with local wildlife, attacking enemies with aggressive plants life, and even teleporting long distances using trees. You can tap into abilities that will help your Cleric make animal friends, protect your allies from certain types of elemental harm, and eventually give them an army to command at their pleasure.
Tempest Domain 5e
The Tempest Domain is the best place to find a cleric that follows in the footsteps of Thor and his contemporaries. The suggested spells include lightning-summoning and the ability to control water waves and devastate enemies with waves. Clerics from this Domain can push back advancing enemies whenever they take said lightning damage. They can even fly, which is pretty cool.
Trickery Domain 5e
Although Clerics may not be as committed to stealth as the Rogue Class, they can still be sneaky if needed. The Trickery Domain’s Clerics specialize in bluffing their enemies and increasing their allies’ quietness. Clerics of the Trickery Domain are recommended spells that allow them to manipulate and deceive others, move quickly from one place to another, and even transform themselves into another person entirely. Your Cleric can use the Trickery Domain to avoid both unwanted notice and damage.
War domain 5e
This one is simple – it is all about improving the art of combative martial arts. It is the Divine Domain to help you create a cleric capable of smashing heads. This Domain’s spells are designed to help clerics protect themselves and their allies against attacks. They also summon spiritual attackers, making it easier for them to move around on the battlefield. The War Domain’s abilities allow your clerics to perform more attacks, increase accuracy, and provide resistance to physical damage to their allies.