Divine Domains
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 Spells
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 a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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. When you take radiant or necrotic damage, you can use a reaction reduce the triggering damage by an amount equal to your cleric level.
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 loose concentration (as if you were concentrating on a spell). You emit bright light in a 60-foot radius and dim light 30 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.
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 |