Base Class: Cleric
The clerics of the Aurora subclass are individuals deeply dedicated to the Dawnfather, a deity who embodies renewal, awakening, and the radiant light that heralds the beginning of a new day. These devotees believe that dawn is a sacred moment when hope is renewed and darkness is banished.
The faith of these clerics is strengthened by the daily spectacle of the sunrise, where the first rays of sunlight disperse the nighttime darkness. They view divine light as a powerful force that brings healing, protection, and renewal to both themselves and those in need. As true emissaries of renewal, the Aurora clerics channel this radiant energy to heal wounds, dispel darkness, and safeguard their allies.
These clerics are always prepared to confront the creatures of shadow that threaten the harmony and safety of the world. With divine light as their weapon, they combat vampires, werewolves, undead, and other abominations with unwavering determination. The light emanating from their strikes and spells shatters the darkness, exposing the corrupt nature of these creatures and weakening their ability to inflict harm.
The clerics of the Aurora subclass are seen as beacons of hope and courage amidst the darkness. They inspire their allies, bringing comfort and healing in the darkest moments. Their tireless devotion to the Lord of Dawn grants them a unique power, allowing them to illuminate the path to a brighter future and bring the light of renewal to all who cross their path.
Aura of the Dawn
Starting at 1st level, you radiate an aura of radiant light that brings hope and renewal. Whenever you use a 1st-level spell or higher to heal a creature, you can add 1d6 HP to the total amount healed. Creatures affected by your blessings or that have been healed by you gain resistance to necrotic damage until the start of your next turn.
Solar Blade
At 2nd level, you learn to channel solar energy to harm creatures of the night. You can spend one use of your Divine Channeling to enchant your attacks until the end of your turn, dealing additional damage equal to 1d8 radiant damage.
Dawn's Gleam
Starting at 6th level, you can summon a beam of light. As a bonus action, you emit a light in a 15-foot cone. Hostile creatures must make a Constitution saving throw.
If they fail, the creatures are blinded and have their speed halved until the end of their next turn. You can use this ability a number of times equal to your proficiency modifier, and you regain all uses after a long rest.
Arrival of Dawn
At 8th level, the Lord of Dawn grants you the power to invoke a radiant glow emanating from you. Friendly creatures, as long as they are not undead, within 30 feet of you regain 5d10 HP.
Enemy creatures in the same area must make a Constitution saving throw. If the result is lower than your Spell Save DC, they take 5d10 radiant damage. If the creatures are undead, they have disadvantage on the saving throw.
This ability can be used once per long rest.
Hurl Through Heaven
At 17th level, you become a sentinel of the dawn, an incarnation of divine light capable of banishing creatures of the night.
When you hit a creature with an attack, you can use this feature to transport the target creature to a celestial plane of sun and light. The creature disappears and is imprisoned or held until the end of your next turn.
At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space and takes 10d10 radiant damage.
Alternatively, you can use an action to touch an ally and send them to a celestial plane of light and healing. At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space and regains 10d10 HP.
After using this feature, you cannot use it again until you finish a long rest.
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