Cleric
Base Class: Cleric

Clerics who devote them selfs to the warm embrace of the sun. These clerics believe that fire brings salvation from the chills of night. Driving away the cold and lighting the darkness.

Bonus Cantrip: Fire Bolt

Starting when you choose this domain at 1st level, you gain an extra cantrip, Fire Bolt.

Bonus proficiency

When you choose this domain at level 1, you gain proficincy with martial weapons as well as heavy armor.

Channel Divinity: Sun's Flame

Starting at 2nd level, you can channel your divinity to summon a ball of golden plasma in your hand to hurl at a target area. (The Sun must be visable to you for you to use this feature). As an action you through a ball of golden plasma at an area upto 90ft from you (That you can see), any creature within a 30ft sphere at the targeted area must make a dexterity saving throw against your spell dc or take [4d6] Fire Damage and [4d6] Radiant Damage, save for half damage.

Blessing of Sun

Starting at 6th level, you radiate a brilliant aura of heat and light (5ft of light + 5ft of dim light). Any undead within 10ft of you takes [1d4] Fire Damage + your wisdom modifier as Radiant Damage, if they end their turn within the area.

Divine Strike

Starting 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] Fire Damage to the target. When you reach 14th level the damage is increased to [2d8].

Bringer of Sun

Starring at 17th level, you become a coduit of solar energy enabiling you to use "Sun's Flame" at all times of the day (weither the sun is visable or not ) from your stored sun energy. Additionaly if you use "Sun's Flame" while sun is visable, then the damage radius is increased to a 60ft sphere and the damage is increased to [4d10] Fire Damage + [4d10] Radiant Damage on a failed save. (Save for Half)

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