Cleric: Difference between revisions

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==== Domain Spells ====
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you.
''1st Level Light Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
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==== Bonus Cantrip ====
==== 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.
''1st Level Light Domain Feature''<br>
You gain the Light Cantrip. This Cantrip doesn’t count against your number of Cleric Cantrips Known.
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==== Warding Flare ====
==== 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.<br>
''1st Level Light Domain Feature''<br>
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.
You can interpose divine light between yourself and an attacking enemy. When you are Attacked by a creature within 30ft of you that you can see, you can use your Reaction to impose Disadvantage on the Attack Roll, causing light to flare in the Attacker's eyes. An Attacker that can’t be Blinded is unaffected by this feature.<br>
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
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==== Channel Divinity: Radiance of the 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.<br>
''2nd Level Light Domain Channel Divinity Option''<br>
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.
As an Action, you present your Holy Symbol, and any magical Darkness within 30ft of you is dispelled. Additionally, each creature of your choice within 30ft of you must make a Constitution Saving Throw, on a failed Save a creature takes Radiant Damage equal to 2d10 + your Cleric Level, and half as much Damage on a successful Save. A creature that has Total Cover from you is unaffected.
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==== Improved Flare ====
==== 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.
''6th Level Light Domain Feature''<br>
You can also use your Warding Flare feature when a creature that you can see within 30ft of you Attacks a creature other than you.
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==== Blinding Strikes ====
''8th Level Light Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Divine Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.
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==== Corona of Light ====
==== 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.
''17th Level Light Domain Feature''<br>
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 60ft Radius and Dim Light an additional 60ft. Creatures of your choice in the Bright Light have Disadvantage on Saving Throws against any Spell that deals Fire or Radiant Damage.
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