Cleric: Light Domain

Original Source: Player's Handbook

Light Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Table: Light Domain Spells
Cleric LevelSpells
1stfaerie fire, hellish rebuke
3rdmoonbeam, scorching ray
5thflame stride, minute meteors
7thfire shield, web of fire
9thdawn, flame strike

Light Initiate

1st-level Light Domain feature
At 1st level, you learn two of the following cantrips: control flames, create bonfire, dancing lights, green-flame blade, light, produce flame, sacred flame, word of radiance. This cantrip doesn't count against the number of cleric cantrips you know.

Daywalker

1st-level Light Domain feature
At 1st level, you have learned to bask in the light of the sun, no matter how punishing it may be to others. You never have Disadvantage on checks due to the presence of light or sunlight, and have Advantage on saving throws against being Blinded.

Additionally, when you cast a spell that deals fire or radiant damage or produces light while standing in direct sunlight, reduce the mana cost of the spell by 1.

Warding Flare

1st-level Light Domain feature
You can interpose divine light between an attacking enemy and their target. When a creature that you can see within 30 feet of you is attacked, 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: Radiance of the Dawn

2nd-level Light Domain feature
As in the Player's Handbook

Channel Divinity: Revealing Light

6th-level Light Domain feature
As a Bonus Action, you can present your Holy Symbol and cast enhance vision without expending a spell slot. When you cast it in this way, your allies also gain the benefit of the spell while within 10 feet of you. Until the spell ends, you emit bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early as a Bonus Action.

Illuminating Strike

7th-level Light Domain feature
When you reach 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant or fire damage (your choice) to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.

Corona of Light

15th-level Light Domain feature
As a Magic Action, you can cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). 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 your Radiance of the Dawn and any spell that deals fire or radiant damage.