Base Class: Cleric
Use the power of the Sun to frighten and destroy your enemies.
Sun Domain Spells
| 1st | Burning Hands, Searing Smite |
| 3rd | Moonbeam, Continual Flame |
| 5th | Fireball, Fly |
| 7th | Death Ward, Banishment |
| 9th | Flame Strike, Conjure Elemental (Fire) |
Fortitude of the Sun
When you choose this domain at 1st level, you gain immunity to the blinded effect, and you are immune to the exhaustion effect caused by prolonged exposure to the sun. You are also resistant to fire and radiant damage.
Disciple of the Sun
Also starting at 1st level, your spells that deal radiant and fire damage are more effective. Whenever you cast a spell of 1st level or higher that deals radiant damage to a creature, the creature takes additional radiant damage equal to 2 + the spell’s level. Also, whenever you cast a spell of 1st level or higher that deals fire damage to a creature, the creature takes additional fire damage equal to 2 + the spell’s level.
Channel Divinity: Scorching Commandment
Starting at 2nd level, you can use your Channel Divinity to wield the power of the Sun at its fullest potential.
When you roll radiant or fire damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Solar Flare
Beginning at 6th level, you become able to cause burst of sunlight to momentarily shine from within you. As an action, you create a burst of bright light that originates from you that has a radius of 15 feet, with 15 feet of dim light. Light created by this ability counts as sunlight. All creatures in the radius of the light must make a Constitution saving throw against your spell save DC or be Blinded for 1 minute.
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.
Rays of Retribution
Starting at 17th level, you gain immunity to fire and radiant damage. Also, once per round, as a bonus action you may choose a number of targets equal to your Wisdom modifier. Each target has vulnerability to radiant and fire damage until the end of your next turn. 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.
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