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Player's Handbook

Light Domain

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.
hit dice: 1d8 per level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)

  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a priest’s pack or (b) an explorer’s pack

  • A shield and a holy symbol


spellcasting:
As a conduit for divine power, you can cast cleric spells.   Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.   Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.

class features:
Light Domain Spells
Cleric LevelSpells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying
Bonus Cantrip     When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.   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 At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.   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.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Destroy Undead Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.   Destroy Undead
Cleric LevelDestroys Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Improved 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.   Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.   If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.     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
subclass options:
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Bonus Cantrip, Warding Flare32--------
2nd+2Channel Divinity (1/rest), Channel Divinity: Radiance of the Dawn33--------
3rd+2-342-------
4th+2Ability Score Improvement443-------
5th+3Destroy Undead (CR 1/2)4432------
6th+3Channel Divinity (2/rest), Improved Flare4433------
7th+3-44331-----
8th+3Ability Score Improvement, Destroy Undead (CR 1), Potent Spellcasting44332-----
9th+4-443331----
10th+4Divine Intervention543332----
11th+4Destroy Undead (CR 2)5433321---
12th+4Ability Score Improvement5433321---
13th+5-54333211--
14th+5Destroy Undead (CR 3)54333211--
15th+5-543332111-
16th+5Ability Score Improvement543332111-
17th+6Destroy Undead (CR 4), Corona of Light5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score Improvement5433332111
20th+6Divine Intervention Improvement5433332211

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Pepperspeed.

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