Cleric
Base Class: Cleric

Some of the Gods of this domain are portrayed as the sun itself, or even as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow, seeing through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Others are more of a Paternal or Maternal figure, watching as their "children" run free under their silent and watchful protection. Whatever the case, Clerics of this domain seek to be the embodiment of their deity in the world.

Bonus Cantrip

When you choose this domain at 1st level, you gain use of the Sacred Flame cantrip.

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

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

Channel Divinity: Speed of Light

At 2nd level, you can use your Channel Divinity to give your allies a burst of speed.

As an action, you present your holy symbol and evoke the power of light that allows a creature of your choice to move and regain hit points. Choose any creature within 30 feet of you, that creature can use its reaction to move a number of feet up to their maximum movement. While moving in this way, that creature is ignores all effects, magical or otherwise, that would reduce its movement speed in any way, including the cantrip ray of frost, difficult terrain, and even the grappled condition (though not the restrained condition as it specifically states that you can't benefit from bonuses to movement speed). The creature you chose will also regain hit points equal to half of the number of feet they moved. Constructs and Undead do not regain hit points from this ability.

You may use this Channel Divinity on yourself.

Blinding Radiance

At 6th level, you become able to cause burst of sunlight to momentarily shine from within you. As an action, you create a burst of light that originates from you that has a radius of 15 feet. Light created by this ability counts as sunlight. Creatures of your choice in the radius of the light must make a Constitution saving throw against your spell save DC or be Blinded for 1 minute. Also, if this ability is used in a dark space, the area will be lit by orbs of light as from the Dancing Lights cantrip until the end of your next turn. The positioning of these orbs is determined by the Dungeon Master, but the orbs must be at least 10 feet apart from each other.

Once you use this feature, it cannot be used again until you finish a short or long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Coronal Mass Eruption

Starting at 17th level, The power of light within you becomes both a shield and a weapon, erupting from you with extreme force. Whenever a creature successfully hits you with an attack, you can use your reaction to immediately use Blinding Radiance, however, the range is now doubled. Additionally, all creatures in range that fail on a save, also take 8d8 radiant damage, and are pushed back a number of spaces equal to your Wisdom modifier (minimum of 1 space).

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