Cleric
Base Class: Cleric

Clerics which pledge their loyalty to this singular religion
of the sun must relinquish all other pantheons and deities;
the Sun Above accepts nothing less than total devotion. To
the avia-ra, and numerous other ancient cultures, the sun
is the ultimate force of creation and destruction, an entity
that banishes the darkness of ignorance and exposes the
world in stark contrasts: light and shadow, day and night,
good and evil. The Sun Above demands that its devotees
spread its message to the stars, such that all worship be
focused to it.

Though there are many stars, there is but one Sun
Above: The Sepulcher Star. To hear the avia-ra tell it,
they have always worshiped this star, even before they
discovered it at the center of the galaxy. Today, the star is
a site of pilgrimage visited by all true believers, who gaze
upon its magnificent rays from the windows of the Solar
Citadel.

Unarmored Defense

Starting at 1st level, your faith in the Sun Above shields you from harm. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Emissary of the Sun

Also at 1st level, you gain proficiency with the avia-ra sunstaff, laser halfsword, laser sword, photonic lash, and thermal lance. Additionally, you can use your Dexterity instead of Strength for your melee weapon attacks and damage rolls. This feature only applies to weapons you are proficient with that lack the Heavy property.

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + 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.

Apologist

By 6th level, you have attained the much-coveted rank of Apologist within the faith, and are tasked with carrying the message of the Sun to all who will listen and banishing those who would obscure this message. Whenever you make a Charisma check, you can add your Wisdom modifier to the roll. Additionally, you can bend non-believers before the Sun’s authority. When you roll initiative and aren't
surprised, you can choose one creature you can see within 60 feet to make a Wisdom saving throw, opposed by your spell save DC. On a failed save, that creature has a penalty equal to your Wisdom modifier to its AC and attack rolls for the first round of combat.

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. Your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

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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