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Dawn Domain

Deities of dawn watch over the light of dawn, which is a symbol of hope, like the light at the end of a dark tunnel. According to these deities, dawn is one of the most fundamental and powerful concepts in the lives of mortals. To stand in the way of light, and to help darkness advance is thus unacceptable heresy. The deities of dawn are not the only ones that associate this idea of first light with goodness, as the interventions of good forces in history are generally depicted as a sun rising over darkness. These deities generally expect their followers to be the sentinels of light, standing tall against the darkness, banishing its minions.

Cleric LevelSpells
1stBless, Guiding bolt
3rdContinual flame, Magic weapon
5thBeacon of hope, Daylight
7thBanishment, Death ward
9thDispel evil and good, Flame strike
Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and the morningstar.

Carrier of the Light At 1st level, you learn the light cantrip.

Additionally, when you cast light, you can choose a number of creatures within 30 feet of you and that you can see, up to your Wisdom modifier (minimum of one creature). The area of effect of the light spell cast by you becomes difficult terrain for the chosen creatures.

Once you use this feature, you must take a short or long rest to use it again.

Channel Divinity: Turn Darkness

Starting at 2nd level, you can use your Channel Divinity to banish darkness and its creatures.

As an action, you present your holy symbol and say a prayer summoning the light of dawn. The light fills a 30-foot radius, banishing all kinds of darkness. You can also choose a target within the radius. The chosen target either regains 2d6 hit points or takes 2d6 radiant damage (your choice).

Dawncaller

Starting at 6th level, your ability to channel dawnlight becomes more potent. The radiant damage dealt by your cleric spells and Channel Divinity options is imbued with dawnlight and ignores resistance to radiant damage. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Sentinel of the Dawn

Starting at 17th level, at the end of each long rest, you choose an ally within 30 feet of you that you can see. Until the end of your next long rest, you and the chosen ally can make an opportunity attack when an enemy moves within the area of effect of a light spell cast by you. The opportunity attack can be made with melee or ranged weapons if the enemy is within the reach or range.

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