Cleric
Base Class: Cleric

Those who served Lathander but perished in Barovia might be chosen to rise once more in service of Kelemvor, the God of Balance.
A revenant in service of the Light, but also commanding some of the power of the Grave, these clerics balance both domains in an eternal struggle for neutrality and balance.

Light Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.

Light Domain Spells
Cleric Level Prepared Spells
3 Burning Hands, Faerie Fire, Scorching Ray, See Invisibility
5 Daylight, Fireball
7 Arcane Eye, Wall of Fire
9 Flame Strike, Scrying

Path to the Grave

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Warding Flare

When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.

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.

Improved Warding 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

Warding Flare: When you receive a melee attack, you throw up your hand in a distracting manner and create a small flash of light. The attacking creature has disadvantage on the triggering attack. An attacker is immune to this effect if it does not rely on sight, as with blindsight, or can see through illusions, as with truesight.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Light And Grave Domain (2024) Image

Comments

Posts Quoted:
Reply
Clear All Quotes