Base Class: Cleric
Praise The Sun!
Clerics of the Sun Domain are devoted followers of deities associated with the Sun, light, and life. Drawing power from the radiant energy of The Sun, they serve as beacons of hope and healing in the darkest of times.
At the heart of their faith lies the belief in the life-giving warmth and illumination of The Sun, and they channel this divine radiance to aid their allies and smite their enemies. Through fervent prayer and steadfast devotion, Sun Domain clerics harness the power of light to drive back the forces of darkness and bring healing to the wounded.
As agents of The Sun's divine will, clerics of this domain possess a deep connection to the elements of fire and light. They are capable healers, using their divine magic to mend injuries and cure ailments with the gentle touch of Sunlight. Yet, they are also formidable warriors when roused to battle, wielding the burning brilliance of The Sun to banish undead creatures and incinerate evil with righteous fury.
In their holy quest, Sun Domain clerics inspire hope and courage in others, leading by example with the unwavering radiance of The Sun. They stand as beacons of faith and virtue, guiding their companions through the darkness and illuminating the path to victory with the divine light of dawn and the unyielding strength of midday.
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Domain Spells
At each indicated cleric level, you add the listed spells to your spells prepared.
|
Cleric Level |
Spells |
|
1st |
Guiding Bolt, Burning Hands, Bless |
|
3rd |
Scorching Ray, Branding Smite, Heat Metal |
|
5th |
Fireball, Lightning Bolt, Mass Healing Word |
|
7th |
Wall of Fire, Freedom of Movement |
|
9th |
Flame Strike, Mass Cure Wounds |
Additionally, you know the spells Sunbeam and Sunburst.
Solar Powered
Starting at 1st level, your connection to the radiant power of The Sun infuses you with vitality and resilience. Upon finishing a long rest, you gain temporary hit points equal to your cleric level + your Wisdom modifier.
Additionally, you gain the ability to emit a soft, warm glow from your body. This light manifests in an aura with a radius of 30 feet centered on you. This light can be generated or dissipated at will, and provides the ability to see without the need of darkvision.
Channel Divinity: Radiant Burst
Starting at 2nd level, as an action, you can use your Channel Divinity to release a concentrated burst of solar energy. Any hostile creature within a 30 foot radius of you must make a Wisdom saving throw. On a failed save, a hostile creature takes 2d6 fire damage and 2d6 radiant damage, or half as much on a successful save. Any fiend or undead makes the saving throw with disadvantage, and if an undead is killed by this ability, it is reduced to ash.
Additionally, any friendly creature within the radius regains hit points equal to your cleric level + your Wisdom modifier.
Sun's Embrace
At 6th level, the light of The Sun grants you special power when bathed in its warmth. While in direct Sunlight, you gain the following benefits:
- Your healing spells and abilities are empowered, restoring twice their normal amount.
- Your spells and weapon attacks that deal radiant damage deal additional radiant damage equal to your cleric level + your Wisdom modifier.
Additionally, the heat of The Sun flows through you, a small portion of the life that its light gives. You gain an aura with a 30 foot radius centered on you. You, and all friendly creatures within this aura, gain resistance to cold damage.
Fusion Reactor
At 8th level, your link to The Sun turns your body into a minor conduit for it's boundless power. You gain the following benefits:
- Your aura of light gains an additional 30 feet, and the ability to dispel illusions within its radius.
- You constantly emit an aura of energy, with a radius of 30 feet. You, and any friendly creatures within this aura, gain advantage on all saving throws. Additionally, any friendly creatures within this aura heal for 5 hit points on the start of their turn.
Solar Flare
At 17th level, the infinite and overwhelming power of The Sun wells up within you, waiting to be released at any moment. You gain the ability to, as an action, unleash a devastating wave of pure and radiant solar energy. All creatures you choose within a 50 foot radius of you must make a Wisdom and Constitution saving throw. Upon a failed Wisdom save, a creature takes 5d10 radiant damage and is blinded until the start of your next turn, or takes half as much damage and isn't blinded upon a successful save. Upon a failed Constitution save, a creature takes 5d10 fire damage and is ignited, or takes half as much damage and isn't ignited upon a successful save. A creature that is ignited in flames takes 1d10 fire damage at the start of it's turn, and must make a Dexterity saving throw to extinguish the fire.
Undead and fiends make both saving throws with disadvantage.
You can use this ability once per long rest.
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