Cleric
Base Class: Cleric

Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

Warriors of Sunlight are special members of the clergy of such gods, traveling far and wide as anti-undead crusaders. They are capable melee warriors, as well as fierce spellcasters that wield fire and radiance alike.

Domain Spells

You gain domain spells at the cleric levels listed in the Warrior of Sunlight Spells table. See the Divine Domain class feature for how domain spells work.

Warrior of Sunlight Spells
CLERIC LEVEL SPELLS
1st blessguiding bolt
3rd heat metalflaming sphere
5th fireball, mass healing word
7th guardian of faith, wall of fire
9th flame strikemass cure wounds

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Sunlight Blade

Also starting at 1st level, you learn to mystically channel your faith through a particular weapon. Each day at dawn, you can touch one melee weapon that you are proficient with and imbue it with the following properties:

  • When you attack with the weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • The weapon emits flame-like radiance, and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
  • You can use the weapon as a spellcasting focus for your cleric spells.

These properties are only active while you hold the weapon, and last until the next dawn.

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.

Celestial Body

At 6th level, the power of the Sun has bolstered your body against the abilities of the undead:

  • You gain resistance to necrotic damage.
  • You gain proficiency with Constitution saving throws.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with solar energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire or radiant damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

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 fire or radiant damage.

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