Light Domain

The realm of the gods of light is a realm brimming with transformative ideals that span the breadth of existence. These divine figures are the heralds of rebirth and the champions of renewal, embodying the very essence of truth, vigilance, and aesthetic beauty. Their divine light illuminates not only the physical world but also the paths of the heart and soul.   In this celestial tapestry, the sun often serves as the emblem of these radiant deities, symbolizing the ever-renewing cycle of dawn and dusk, birth and rebirth. Some gods are portrayed as the sun itself, its brilliance casting a benevolent gaze upon all creation. Others are depicted as charioteers who guide the sun’s journey across the sky, steering it through the celestial expanse in a perpetual dance of illumination.   Yet, these divine beings are more than mere luminaries; they are tireless sentinels, eternal guardians whose unwavering gaze pierces the darkest shadows and reveals the hidden truths that lie beneath the surface. Their discerning vision sees through deception, unmasking falsehoods and revealing the purity of intentions.   Some gods of light are patrons of beauty and artistry, recognizing that creativity is a beacon of the soul’s growth and enrichment. To them, art is not merely a visual expression; it is a pathway to enlightenment, a means to elevate the spirit and celebrate the world’s intrinsic splendor.   The followers of these luminous deities are blessed with the gift of enlightenment. Infused with radiance, they are charged with the sacred duty of dispelling lies and shattering darkness. As bearers of their gods’ discerning vision, these clerics chase away the shadows that obscure the truth and burn away the falsehoods that would seek to deceive. Theirs is a relentless pursuit of clarity and purity, a calling that extends beyond the physical realm and into the very essence of the soul.

Domain Spells

1st-Level Cleric (Light Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.  
Cleric LevelSpells
1stBurning Hands, Faerie Fire
3rdFlaming Sphere, Scorching Ray
5thDaylight, Fireball
7thGuardian of Faith, Wall of Fire
9thFlame Strike, Scrying

Bonus Cantrip

1st-Level Cleric (Light Domain) Feature   You gain the Light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Warding Flare

1st-Level Cleric (Light Domain) Feature   You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.   You can use this feature a number of times equal to your Cleric Power Reservoir. You regain all expended uses when you finish a long rest.

Channel Divinity: Radiance of the Dawn

2nd-Level Cleric (Light Domain) Feature   You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.   As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

6th-Level Cleric (Light Domain) Feature   You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

8th-Level Cleric (Light Domain) Feature   You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

17th-Level Cleric (Light Domain) Feature   You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Deities of the Light Domain


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