Level 3: Light Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.
Light Domain Spells
Cleric Level | Prepared Spells |
3 |
Burning Hands, Faerie Fire, Scorching Ray, See Invisibility |
5 |
Daylight, Fireball |
7 |
Arcane Eye, Wall of Fire |
9 |
Flame Strike, Scrying |
Level 3: Radiance of the Dawn
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to
2d10 plus your Cleric level on a failed save or half as much damage on a successful one.
Level 3: Warding Flare
When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 6: Improved Warding Flare
You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.
In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to
2d6 plus your Wisdom modifier.
Level 17: Corona of Light
As a Magic action, you 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 for an additional 30 feet. 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.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.