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Cleric

Light

Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.

Deities:

Deity Alignment Symbol
Apollo, god of light, music, and healingCGLyre
Belenus, god of sun, light, and warmthNGSolar disk and standing stones
Milil, god of poetry and songNGFive-stringed harp made of leaves
Odur, god of light and the sunCGSolar disk
Pelor, god of sun and healingNGSun
Pholtus, god of light and lawLGSilver sun partially eclipsed by a crescent moon
Re-Horakhty, god of the sun, ruler of the godsLGSolar disk encircled by serpent
Level Prepared Spells
3Burning Hands, Faerie Fire, Scorching Ray, See Invisibility
5Daylight, Fireball
7Arcane Eye, Wall of Fire
9Flame Strike, Scrying

Subclass Features

Lv 3

Radiance of the Dawn

You can unleash a powerful flash of light to burn away evil. You can expend a use of Channel Divinity as an action and present your Holy Symbol to emit a flash of light 30 ft in diameter centered on you. This light disperses all magical Darkness within range. You choose any number of creatures within, they must make a CON saving throw and on a failure they take 2D10 plus your Cleric level in Radiant damage.

Warding Flare

Light is a source of life and a weapon but it can also be a shield to be wielded to protect those you care about. You can use your reaction to impose disadvantage on an attack roll you can see within 30 ft of you. You must do so before you know if the attack hits or misses.

You can use this feature times equal to your WIS modifier (Minimum 1) per long rest.

Domain Spells

Your connection with the divine ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 6

Improved Warding Flare

The protective light your faith conjures also empowers those you protect. Your uses of Warding Flare recharge on a long or short rest. The target of the attack you use your Warding Flare on gains temporary hit points equal to 2D6 plus your WIS modifier (Minimum 1).

Lv 17

Corona of Light

You can let the burning light of your faith shine. You emit a pillar of light centered on you that extends 60 ft in the air shedding Bright Light for 60 ft and Dim Light for 30 ft. This lasts for one minute or until you dismiss it (Requiring no action). Creatures in the Bright Light have disadvantage on saving throws for Radiance of Dawn and spells that deal Radiant or Fire damage.