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Sun Domain: Cleric

You are a Cleric to the Sun Goddess, a herald of light and goodness in the world. As a cleric of the Sun Goddess, you will gain powers related to the sun. The Goddess of the sun creates the light that fuels the growth of flora that are eaten by creatures, fueling the circle of life. The Sun Goddess also represent a source of warmth for the world, for without the sun the world would grow cold and lifeless. By her divine light you shall drive back the darkness that plagues Kutania and light the way for a better tomorrow.  
Domain Spells
Cleric Level Spells
1st Cure Wounds, Burning Hands
3rd Continual Flame, Moonbeam
5th Plant Growth, Fly
7th Banishment, Death Ward
9th Flame Strike, Conjure Elemental

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with one Heavy Armor of your choice, one Martial Weapon of your choice, and one skill of your choice.  
Disciple of Radiance
Also starting at 1st level, your radiant spells are more effective. Whenever you use a spell of 1st level or higher to deal radiant damage to a creature, the creature takes additional radiant damage equal to 2 + the spell’s level.  
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.  
Solar Flare
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.  
Honor Chains
At 8th level, you become able to immobilize a creature with light. As an action, you chain a creature that you can see within 60 ft of you to the ground with chains made of pure light, causing them to be Restrained. Any creature chained with this ability becomes unable to cast spells with somatic components. A creature Restrained by these chains can use its action to make a Strength check made against you spell save DC, ending the effect on a success.   Once you use this feature, it cannot be used again until you finish a short or long rest.  
Sun Strike
At 17th level, you become able to call on the wrath of the sun to empower an attack or spell. Whenever you attack or cast a spell that deals damage, you may use this ability to double the damage that you would deal. This ability must be used before you roll for damage. If the attack or spell (if it requires an attack roll) is a critical hit, the damage is multiplied by four instead of two; or causes the damage dice used to be quadrupled rather than doubled if that is how you do critical successes.   Once you use this ability, you cannot use it again until you finish a long rest.  
Holy Symbol

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