Cleric
Base Class: Cleric

The Sun Domain focuses on light and healing to sustain life and remove darkness.

Bonus Proficiency

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

Warding Rays

At 1st level, you can interpose divine sun rays 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 rays to shine 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 Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Blessings of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy from the sun that can restore a number of hit points equal to five times your cleric level.

Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Solar Healing

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Scorching Strike

Starting at 8th level, you can use your Channel Divinity to harness sunlight to deal radiant damage to your foes and dispel any affects of darkness. 

As an action, you present your holy symbol, and any darkness within 30 feet of you is temporarily dispelled.

Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 1d10 + 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. When you reach 14th level, the extra damage increases to 2d10.



Aura of the Sunrise

Starting at 17th level, 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.

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