Sun Domain

Source: Elaris Unbroken

The Sun Domain is granted by deities of the sun, daylight, revelation, truth, vigilance, and illumination. Their clerics believe that light is more than a source of warmth, rather it is a force that exposes deception, drives back darkness, and reveals the world as it truly is. They banish supernatural darkness, uncover hidden truths, and blind those who would prey upon others from the shadows, embodying the certainty that no darkness can endure forever beneath the light of the sun.

Domain Spells

1st-Level Cleric (Sun Domain) Feature
Cleric LevelSpell
1stRadiant Flare
3rdBlazing Beacon
5thDaylight
7thDivination
9thDawn
11thSunbeam
13thPrismatic Spray
15thSunburst
17thPrismatic Wall

Light Bearer

1st-Level Cleric (Sun Domain) Feature   You bear the divine light of truth, which pierces the darkness. As a Bonus Action, you can cause your eyes to glow with light or return to normal. This sight allows you see normally, as if by daylight, in darkness or dim light out to a 30-foot radius.   You also learn the Light cantrip, which doesn't count against your Cantrips Known.

Channel Divinity: Radiant Corona

2nd-Level Cleric (Sun Domain) Feature   When a creature you can see within 30 feet of you hits you with an attack, you can use your Reaction to raise your holy symbol and sear its eyes with a burst of brilliant light. If the attacker can see, it must make a Constitution Saving Throw, missing its attack instead and being Blinded until the start of its next turn on a failure.   When you reach 6th level, you can use this Channel Divinity as a Reaction when a creature you can see within 30 feet hits with any attack, even against other targets.

Channel Divinity: Dispel Darkness

2nd-Level Cleric (Sun Domain) Feature   As an Action, you hold aloft your holy symbol and unleash a wave of divine radiance out to 30 feet. Any Supernatural Darkness in this area created by a spell equal to your highest spell slot or lower is dispelled, and creatures of your choice must make a Constitution Saving Throw.   On a failure, a target takes Radiant damage equal to 2d8 + your Cleric level, and they are Blinded until the start of your next turn, or half as much damage and not blinded on a success.

Piercing Sight

6th-Level Cleric (Sun Domain) Feature   The divine light you bear grows in strength, piercing untruth. Light Bearer now grants you Blindsight within its radius.   Finally, at 18th level, you gain Truesight within its radius.

Luminous Form

18th-Level Cleric (Sun Domain) Feature   As a Bonus Action, you can completely fill yourself with divine light, taking on a Luminous Form that grants the following benefits for 1 minute, until you are Incapacitated, or until you use a Bonus Action to end it.
  • You emit Bright Light out to a 30-foot Radius and Dim Light for an additional 30 feet. This light is sunlight.
  • Creatures within this light have Disadvantage on Saving Throws to resist your Light Domain Spells and features, and you have Advantage on Attack Rolls with your Light Domain Spells against those creatures.
  • You gain the benefits of your Light Bearer feature.
You can use this feature once, regaining the ability to do so when you finish a Short or Long Rest. If you have no uses left, you may expend a spell slot of 5th-level or higher to use this feature again.

Deities of the Sun Domain