You know a handful of simple wards, gestures, and protective charms used to turn aside danger and strengthen another person's defenses. They might come from village folk practice, druidic custom, temple rites, or the teachings of a hedge magician. You gain the following benefits.
Cantrip. You learn the Resistance cantrip. Charisma, Intelligence, or Wisdom is your spellcasting ability for this spell (choose when you select this feat).
You can cast Resistance as a Bonus Action. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Sheltering Aid. When you take the Help action to assist with an ally's ability check, that ally gains Temporary Hit Points equal to your Proficiency Bonus.
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