Base Class: Cleric
Light domain clerics that utilize the power of the lantern core power rings.
Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Warding Flare
Also at 1st level, you can interpose divine light 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 light to flare 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.
Lantern Core
You select a color of power ring to augment your abilities and powers.
Black - You add your wisdom modifier to death saving throws.
Red - When you kill a creature with a spell or weapon attack you gain temporary hit points equal to your wisdom modifier.
Orange - You add your wisdom modifier to grapple checks.
Yellow - You add your wisdom modifier to intimidation checks.
Green - You add your wisdom modifier to checks to avoid being frightened.
Blue - You add your wisdom modifier to any check made that benefits your help action.
Purple - You add your wisdom modifier to medicine checks.
Pink - You add your wisdom modifier to persuasion checks.
White - You add your wisdom modifier to your total hit points.
Black Ring
Fueled by death you may add your wisdom modifier to death saving throws.
Blue ring
Hope allows you to add your wisdom modifier to any action taken that benefits from your help action.
Green Ring
The power of hope lets you add your wisdom modifier to any check made to resist fear or turn effects.
Orange Ring
Fueled by greed you gain the ability to add your wisdom modifier to grapple checks. Take what is yours.
Pink Ring
Your ring is fueled with the power of love. You may add your wisdom modifier to your persuasion checks.
Purple Ring
Compassion allows you to add your wisdom modifier to medicine checks.
Red Ring
Fueled by hatred when you kill a creature with a weapon attack or spell you gain temporary hit points equal to your wisdom modifier.
White Ring
The power of life add your wisdom modifier to your total hit point maximum.
Yellow Ring
You gain the power to influence people through fear. You may add your wisdom modifier to intimidation checks.
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.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Empowered Core
Your lantern core powers continue to manifest in stronger, more robust ways.
Black - Once per turn you can add 2d6 necrotic damage to any cantrip or weapon attack you make.
Red - You may use your wisdom modifier when making weapon attacks.
Orange - Any creature you have grappled has disadvantage on saving throws against your spells and your spell attacks have advantage on them.
Yellow - Any creature you hit with a melee attack or spell must make a wisdom saving throw or become they become frightened of you. You can only make one creature make this save per turn.
Green - If you would have both advantage and disadvantage on a check, you only have advantage.
Blue - When you hit a creature with a spell or weapon attack that deals radiant damage, you can attempt to blind the target. They shall attempt a constitution saving throw against being blinded. On a failed save the creature is blinded until the start of your next turn. A target can only be made to make this saving throw once per turn.
Purple - When you cast a spell that targets an ally, that target gains advantage on their next attack role or ability check.
Pink - Any ally within five feet of both you and an enemy, has advantage on any attacks against that enemy.
White - Whenever a spell you cast that would target an ally and heal them can instead target 2 allies.
Black Ring
Death calls to your enemies, once per turn you can add 2d6 necrotic damage to any cantrip or weapon attack you make.
Blue ring
Hope burns brightly. Any spell or weapon attack that deal radiant damage causes the target to make a constitution saving throw or become blinded until the start of your next turn. A target can only be made to make this saving throw once per turn.
Green Ring
Willpower allows you to overcome disadvantageous circumstances. If you have both advantage and disadvantage, you only have advantage.
Orange Ring
Greed empowers you, any creature you have grappled has disadvantage on saving throws against your spells and your spell attacks have advantage on them.
Pink Ring
An ally within five feet of both you and another creature, has advantage on any attacks against that creature.
Purple Ring
When you cast a spell that targets an ally, that target gains advantage on their next attack role or ability check.
Red Ring
Rage empowers both your magic and body, you can make weapon attacks with your wisdom modifier.
White Ring
Whenever a s.pell you cast that would target an ally and heal them can instead target 2 allies
Yellow Ring
Fear infects any creature you hit with a melee attack or spell. They must make a wisdom saving throw or become frightened of you. You can only make one creature make this save per turn.
Potent Spellcasting
Starting at 8th level, you add 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 damage based on your ring color.
Black - Necrotic
Red - Bludgeoning
Orange - Fire
Yellow - Lightning
Green - Force
Blue - Cold
Purple - Psychic
Pink - Piercing
White - Radiant
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