Cleric

 

Cleric: Divine Domain: Light

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.

Light Domain Features

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.

 

Light Domain Spells

Level

Spells

1

Hellish rebuke, faerie fire

3

Flame blade, sun flare

5

Daylight, fireball

7

Radiant lance, wall of fire

9

Flame strike, wall of light

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.