Base Class: Cleric
When the gods sealed the Prison Plane and withdrew their gifts, divine magic died overnight. Priests were left powerless. Temples went silent. For decades, mortals learned to survive without miracles.
But faith did not disappear. It changed.
Clerics of the Broken Dawn draw power not from a deity, but from mortal resilience itself. Their spells manifest as radiant hardlight, static-bright symbols, and the collective strength of the living. They embody the spark that rises after calamity, the light found in the darkest corners of the wasteland, and the belief that mortals can forge their own dawn.
These clerics heal with determination, fight with conviction, and walk the world as living reminders that hope is a flame no god can extinguish.
Bonus Proficiencies
You gain proficiency in your choice of Persuasion or Intimidation.
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Luminous Resolve
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Horizon Stride (Channel Divinity)
When you use your Channel Divinity, you can choose one of the following options.
Dawnforge Blast.
As an action, you release a surge of radiant energy. Each creature of your choice within 20 feet takes radiant damage equal to 2 × your cleric level. Affected creatures must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Dawnforge Flame.
As an action, choose up to three creatures within 30 feet. Each target regains hit points equal to your cleric level + your Wisdom modifier and gains advantage on death saving throws for 1 minute.
"Clerics of the Broken Dawn forge their power from mortal determination and emotional fire, not the vanished gods."
Light Bringer
When you cast a spell of 1st level or higher, your movement is infused with radiant energy for 1 minute.
For the duration:
• Your speed increases by 10 feet.
• You can move through spaces occupied by hostile creatures.
• The first time you move through a creature’s space on a turn, that creature takes radiant damage equal to your Wisdom modifier.
This ability reflects how clerics of the Broken Dawn become living beacons on the battlefield, weaving between foes with streaks of dawnlight.
Sunshard Strike
Once on each of your turns when you hit a creature with a weapon attack, you may cause the attack to deal an additional 1d8 radiant damage.
At 14th level, this extra radiant damage increases to 2d8.
"Clerics of the Broken Dawn channel their inner light into the weapons they wield, striking with the force of mortal resolve."
Emberlight Execution (supreme Healing)
As a bonus action, you ignite your inner radiance, becoming an avatar of mortal dawn for 1 minute. For the duration:
• You emit bright light in a 20-foot radius and dim light for 20 feet beyond that.
• You have resistance to all damage except psychic.
• You cannot be charmed, frightened, paralyzed, or stunned.
• Allies that begin their turn in your bright light regain 5 hit points.
• When you restore hit points with a spell, the spell restores the maximum amount possible.
• Creatures of your choice within your bright light have disadvantage on attack rolls against you.
Once you use this feature, you cannot use it again until you finish a long rest.
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