Cleric
Base Class: Cleric

In your study to understand the greater purpose of our world and life, you found Brilliance. Clerics of this domain worship the sun and it's god, they are peacemakers, they fight the darkness of the world, and show love and compassion to those around them.

Immunity to Blindness

Through the Power of your god you are immune to the power of the sun's brilliance and as such you can no longer be blinded.

Radiant Healing

Gain the ability to cast healing spells that heal max amount underneath the sun. This means that anytime the true sun is touching you, you heal the maximum amount, this doesn't work if the sun is out bun you are inside. You would need to have the sunlight touching you through the window at least. The spell Day light or sunlight does not work to recreate the sun and so you would not gain any benefits from them. The other effect is that when you are not under the sun you actually heal the minimum amount you can roll. The only way to counter act this is with your channel divinity ability which does work in replacing the sun. Moonlight and starlight also does not work.

Channel Divinity: Solar Radiance

Starting at 2nd level, you can use your channel divinity to summon forth the power of the sun to blind those around you and enhance your healing abilities. As an action when you use this ability you can create a sphere of true sunlight that produces a bright light in a 60ft radius and a dim light up to 100ft past that. When this sphere is created all creatures within the 60ft radius must make a Constitution Saving Throw, DC is the same as your spell casting save, or be blinded until the end of your next turn. This ability requires concentration and lasts up to 1 hour.

Golden Critical

At 6th level you gain the ability to turn incredible damage into healing energy. Whenever you get a critical hit against a creature you can turn the damage they receive into healing magic for your allies. You can divvy up the amount of healing between any allied creature within 60ft of you. This effect does not work on undead or constructs.

Improved Radiant Healing

At 8th level you gain the ability to resist the lack of Sunlight and improve your healing abilities. You no longer do minimum healing when you are without the sun. Instead you can now roll healing as you would normally go about it.

Protection of Brilliance

At 17th level you gain Divine protection to you and your allies. A celestial aura of a 25ft radius radiates from you, and any ally within this radius regains 1d6 hit points at the start of your turn, as well as your AC increases by 2. This ability lasts for 1 minute or if you loose concentration. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

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