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CLERIC |
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Cleric |
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Cleric: Divine Domain: Light |
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Gods of light often embody celestial bodies of light such as the sun
or deep fires of hell. The light often represent vigilance. This domain
embodies holy fire, swift judgement, and embracing warmth. |
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Light Domain Features |
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Domain Spells Once you reach a
level in this class that allows you to cast spells of the appropriate level,
you always have the light domain spells prepared, and they do not count
against the number of spells you can prepare each day. If you have a
domain spell that doesn’t appear on the divine spell list, the spell is
nonetheless a cleric spell for you. |
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Searing Sunlights Beginning
at 3rd level, when you cast a cleric spell that deals fire damage, you can
have it deal radiant damage instead. Bright Flare Also
at 3rd level, you can channel light to distract the sight of your enemies.
When you deal radiant damage, you can give one target that took this damage
disadvantage on attack rolls and Wisdom (perception) checks using sight until
the end of your next turn. A creature that is immune to being blinded is
immune to this effect. You
can use this feature twice between short or long rests. Channel Divinity: Radiance of the
Dawn Starting
at 6th level, you can use your ‘channel divinity’ to harness sunlight,
banishing darkness and bathing all creatures in bright radiance. As an
action, you present your holy symbol, and any magical darkness within 30 feet
of you is dispelled. Additionally, each creature in the area takes radiant
damage equal to 1d10 + your cleric level and must make a Dexterity
saving throw. On a failed saving throw, the creature is also blinded until
the end of your next turn. A creature that has total cover from you is not
affected. Warding Radiance Starting
at 10th level, you can call upon the divine radiance to protect you from
harm. Whenever you use your ‘channel divinity’, attacks against you have
disadvantage until the end of your next turn. Creatures immune to the blinded
condition ignore this effect. Corona of Light Starting
at 14th level, you can use your bonus action to activate an aura of sunlight
that lasts for 1 minute, until you dismiss it using another bonus action, or
until you lose concentration (as if you were concentrating on a spell). You
emit bright light in a 60-foot radius and dim light 60 feet beyond that. The
light is sunlight. For the duration, your enemies in the bright light have
disadvantage on saving throws against spells that deals fire or radiant
damage. You
can use this feature once between long rests. |
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