Base Class: Cleric
The Dawn Domain is not merely a path but a commitment to the cyclical nature of renewal, destruction, and rebirth, mirrored in the daily rebirth of the sun. Clerics of this domain are seen as beacons of hope and purifiers of the world, embodying the dual aspects of fire's nature: its capacity to destroy and its essential role in promoting new growth and life. They understand deeply that just as the sun disperses the shadows of night, so too must they dispel the darkness wherever it festers, using the divine essence of fire and light as their tools.
These clerics begin their days with rituals that honor the sunrise, symbolizing their own personal renewal and preparing them to face the darkness. They see each new dawn as a sacred event, a time when the world is cleansed and given a chance for a fresh beginning. This perspective shapes their approach to healing and protection, viewing each act of divine intervention as a parallel to the dawn's power to rejuvenate and awaken the earth.
In battle, Dawn Domain clerics are awe-inspiring, calling upon the fiery aspect of their divine power to smite their enemies. They channel the unbridled energy of the sun, focusing it into blasts of searing light or enveloping themselves in flames that harm only those with evil in their hearts. Their presence on the battlefield is like the rising sun, capable of breaking the spirits of their foes and rallying their allies.
Their divine magic also allows them to cleanse places and objects tainted by darkness and evil, much like the sun's rays disinfect and bring warmth. They hold ceremonies to consecrate ground, making it hallowed once more, and they are often sought after to purify objects that have been corrupted. In communities, they are seen as spiritual healers and protectors, using their blessings to ensure the health and vigour of the people and the land.
Beyond their formidable powers, Dawn Domain clerics are also diplomats and emissaries of peace. They carry the light of understanding and reconciliation, striving to resolve conflicts that threaten the well-being of communities. They preach the importance of letting go of old grudges, encouraging foes to see the dawn of a new day as an opportunity to start anew.
Their connection to the sun also grants them unique insights into the cycles of life and death. They respect the natural order, understanding that just as the sun sets, so too must all things come to an end. However, they also preach that after every sunset comes a dawn, symbolizing hope and the possibility of rebirth. This belief makes them staunch opponents of undead and any who would unnaturally extend their life, seeing such acts as affronts to the natural cycle.
In essence, the Dawn Domain clerics serve as a shining example of the power of renewal, hope, and the cleansing nature of fire. They remind all of the ever-present opportunity for renewal and growth, advocating for resilience in the face of darkness and corruption. Through their actions, they embody the dawn's promise, ensuring that the light of hope never fades, even in the darkest of times.
Beacon of Renewal
At 1st level, you unlock the ability to infuse your allies with the vigorous warmth of dawn and the rejuvenating essence of fire. Whenever you cast a spell that deals radiant or fire damage, you can envelop your allies in a nurturing glow. Each ally within a 10-foot radius of you gains temporary hit points. At the 5th level, this becomes a 20-foot radius.
The number of temporary hit points provided is equal to 5 + your cleric level. This manifestation of your divine power symbolizes the protective and revitalizing energy of the sun, shielding your companions with a mantle of its enduring warmth and light.
Those who benefit from this ability cannot benefit from it again until they take a long rest.
Channel Divinity: Pathway of the Sun
At the 2nd level, you can channel your deity’s power to unleash a searing line of divine flame that purges darkness and evil, cleansing the path before you without harming your allies. Using your channel divinity, you cast forth a radiant inferno that extends in a 60-foot line, 5 feet wide, from you in a direction you choose.
This divine blaze deals fire damage to all enemies caught in its path. The damage equals 2d10 + your cleric level. Enemies must make a dexterity-saving throw. On a failed save, they take half the damage. The fire persists for 1 minute, and those who pass through it take 1d10 fire damage on a failed dexterity save or half on success. Allies within or passing through the line of flame remain unscathed.
Solar Forge
At the 6th level, your restorative abilities become imbued with the radiant power of the sun, infusing your allies' attacks with flames whenever their wounds are healed. Whenever you restore hit points to a creature through a spell, you can choose to empower them with sunfire energy.
For the next minute, whenever the empowered creature hits a target with a weapon attack, the attack deals an additional 1d6 + your wisdom bonus fire damage. This radiant flame bursts forth from their weapon, symbolizing the sun's radiant blessing fueling their strikes.
Emissary of Dawn
At the 8th level, your connection to the radiant energies of the sun becomes so profound that your spells imbued with radiant or fire damage are suffused with an intensified brilliance, granting you greater control over their effects.
Whenever you cast a spell that deals radiant or fire damage, you do so with an advantage on the spell attack rolls or impose a disadvantage when determining the saving throw DC, whichever is applicable.
Celestial Dawnbringer
At the 17th level, you command the pinnacle of your connection to the sun's divine radiance, summoning forth a celestial being known as the Dawnbringer in the image of your chosen deity. This radiant entity embodies the essence of dawn and serves as a formidable ally in your battles against darkness and despair.
Celestial Dawnbringer
Large celestial, lawful good
Armor Class: 18 (natural armor)
Hit Points: 180 (19d10 + 76)
Speed: 40 ft., fly 60 ft.
STR 20 (+5) | DEX 16 (+3) | CON 18 (+4)
INT 14 (+2) | WIS 20 (+5) | CHA 18 (+4)
Saving Throws: Wis +10, Cha +9
Skills: Perception +10, Insight +10
Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhausted, frightened, poisoned
Senses: true sight 120 ft., passive Perception 20
Languages: Celestial, Common, (can understand and communicate telepathically within 120 feet)
Challenge: 14 (11,500 XP)
Angelic Weapons. The celestial's weapon attacks are magical. When the celestial hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The celestial's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, daylight
3/day each: cure wounds, dispel magic
1/day each: flame strike, greater restoration
Aura of Dawn. The area within 30 feet of the celestial is filled with radiant light. Each creature of the celestial's choice within the aura (including the celestial) gains temporary hit points equal to your cleric level at the start of each of its turns. These temporary hit points last until the start of the celestial's next turn.
Divine Radiance. The celestial sheds bright light in a 30-foot radius and dim light for an additional 60 feet. Any creature hostile to you that starts its turn in the bright light must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. Additionally, any magical darkness created by a spell of 8th level or lower is dispelled within the bright light.
Actions
Multiattack. The celestial makes two attacks with its radiant longsword.
Radiant Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage plus (4d8) radiant damage.
Searing Bolt (Recharge 5-6). The celestial unleashes a searing bolt of radiant energy at a target it can see within 120 feet. The target must make a DC 17 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much on a successful one. Additionally, the target is blinded until the end of its next turn.
Bonus Proficiencies
Upon choosing this domain at 1st level, you gain proficiency with artisan tools of your choice, symbolizing your ability to kindle and maintain the sacred flames and sunlit symbols of your faith
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/5/2024 1:40:32 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
3/5/2024 1:48:48 AM
|
1
|
0
|
--
|
Coming Soon
|
|
|
3/5/2024 1:53:16 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
3/26/2024 11:59:41 PM
|
3
|
1
|
--
|
Coming Soon
|
|
|
3/27/2024 2:36:14 AM
|
5
|
2
|
--
|
Coming Soon
|
|
|
3/28/2024 5:29:49 PM
|
5
|
1
|
1
|
Coming Soon
|
Comments