Sun Domain (5e Subclass)
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Sun Domain
Cleric Subclass
Those who follow the Sun Domain value light, purity, travel and justice. Not unlike the Light Domain, the Sun Domain worships the sun and its trek across the sky, though these clerics worship primarily the sun, rather than light and its radiance. Gods such as Amaterasu, Apollo, Copernicus, Eos, Helios, Huitzilopochtli, Ra, and Xiv Louis are worshipped by these clerics, often seen as the sun itself. The most common of these views are those that the sun is a god astride a chariot, circling the world during the day and resting at night. Clerics of this domain strive to emulate that style, creating divine chariots of flame and sunlight, pulled by celestial creatures shaped of fiery divinity.
- Domain Spells
You gain domain spells at the cleric levels listed in the Sun Domain Spells table.
- 1st level
- 2nd Level
- 3rd Level
- 4th Level
- 5th Level
- Bonus Cantrip
When you choose this domain at 1st level, you gain the produce flame cantrip if you don't already know it.
- Sun's Journey
Also at 1st level, you are blessed with the gift of the sun’s divine path. You always know how many hours until the next dawn or dusk. At dawn, choose one of the following features to know until you choose another at dawn.
- Rising Sun. As an action, you can create the radiance of the dawn. Choose one creature within 30 feet of you. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn.
- Setting Sun. As an action, you can create the tranquility of dusk. Choose one creature within 30 feet of you. The target regains hit points equal to 1d10 + half your cleric level.
You can use a feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses at dawn.
- Channel Divinity: Solar Chariot
Starting at 2nd level, you can use your Channel Divinity to reimagine the sun. As an action, you can create a Large solar chariot within 10 feet. The chariot is pulled by two solar steeds and has a speed of 60 feet and a flying speed of 30 feet. While mounted, you can command it to move (no action required). The chariot has an AC of 15, hit points equal to 5 times your cleric level, and immunity to fire, poison, psychic and radiant damage. When it is reduced to 0 hit points, after 10 minutes, or until you lose your concentration (as if you were concentrating on a spell), it vanishes in a burst of light. A creature can mount or dismount from the chariot by using 5 feet of movement. Up to two Medium creatures can be mounted at once. While mounted, a creature is treated as having half cover, and when you are mounted, the chariot sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- Solis Radiance
Starting at 6th level, your chariot emulates those of the gods. When you use Solar Chariot, you can spend additional uses of your Channel Divinity. You gain two more solar steeds for each additional use you spend. You also gain two more steeds if you use Solar Chariot while it is created. For every additional two steeds the chariot has, its AC increases by 2, its hit points increase by 20, its size increases by one category, and the radius of its bright and dim light increases by 10 feet. While your Solar Chariot has four steeds, its flying speed increases to 60 feet, and while mounted, you gain resistance to fire and radiant damage, and are immune to the blinded condition. While your Solar Chariot has six steeds, its speeds increase to 120 feet, and while mounted, you are immune to fire and radiant damage.
- Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
- Golden Days
At 17th level, while mounted on your solar chariot, the light produced is sunlight. Additionally, when a creature is affected by Rising Sun or Setting Sun, the target has advantage or disadvantage (your choice) on Constitution saving throws until the end of their next turn.
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