Sun Domain, Variant (5e Subclass)
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Those who follow the Sun Domain value light, renewal, heroism, and justice. The Sun Domain worships the sun and all the life, strength, and guidance it provides for those who bask in it's glory. Gods such as Amaterasu, Apollo, Copernicus, Eos, Helios, Huitzilopochtli, Ra, and Xiv Louis are worshipped by these clerics, often seen as the sun itself. Clerics of a god of the sun are heroic souls infused with radiance and the power of their gods' discerning vision, charged with hunting down evil and burning away darkness.
- Domain Spells
You gain domain spells at the cleric levels listed in the Sun Domain Spells table.
|1st||burning hands, faerie fire|
|3rd||heat metal, pyrotechnics|
|7th||fire shield, sickening radiance|
|9th||holy weapon, wall of light|
- Bonus Cantrip
When you choose this domain at 1st level, you gain ability to use your Charisma modifier, instead of Wisdom, for your Cleric spells and abilities. In addition, you learn the produce flame cantrip if you don't already know it.
- Speed of Sunlight
From 1st level, the power of your faith gives speed to your blows while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
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
- Divine Radiance
Starting at 2nd level, you can use your Channel Divinity to channel the power of the sun to make your spells burn brighter and more fiercely than ever before.
When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
- Solar Guardian
Starting at 6th level, your god will rebuke those who cause you great injury. When you suffer a critical hit, the attacker makes a Constitution saving throw. On a failed save, the attacker takes radiant damage equal to 2d12 + your Wisdom modifier and is blinded. On a successful save, it takes half as much damage and isn’t blinded. At the start of each of its turns, the attacker can make a Constitution saving throw. On a success, they are no longer blinded. Undead and oozes have disadvantage on this saving throw.
- Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
- 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.