Cleric · Light Domain · The Lightbringers · CY 596
Current level highlighted. Links jump to the matching trait below. Red = Tom’s Rules · Amber = Light Domain feature
| Level | Ct | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Class Features | Tom’s Rules | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 3 | 2 | – | – | – | – | – | – | – | – |
Spellcasting Divine Domain (Light) Bonus Cantrip Warding Flare |
Prepare Wis mod + level spells; holy symbol as focus; Warding Flare = reaction to impose disadv. on attack, Wis mod / long rest. | |
| 2nd | 3 | 3 | – | – | – | – | – | – | – | – |
Channel Divinity ×1 Radiance of the Dawn |
Turn Undead or Radiance of the Dawn, 1 / short rest. | |
| 3rd | 3 | 4 | 2 | – | – | – | – | – | – | – | — | Rejuvenating Prayers | Domain spells: Flaming Sphere, Scorching Ray (always prepared). |
| 4th | 4 | 4 | 3 | – | – | – | – | – | – | – | Ability Score Improvement | +2 to one ability score, or +1 to two; max 20. | |
| 5th | 4 | 4 | 3 | 2 | – | – | – | – | – | – | Destroy Undead CR ½ | Morning Prayers | Domain: Daylight, Fireball. Turned undead CR ½ or lower instantly destroyed. |
| 6th | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
Channel Divinity ×2 Improved Flare |
Warding Flare can now protect allies within 30′. | |
| 7th | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – | — | Divine Inspiration | Domain: Guardian of Faith, Wall of Fire. |
| 8th | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
Ability Score Improvement Destroy Undead CR 1 Potent Spellcasting |
Divine Strike (d8 radiant) | Add Wis modifier to cleric cantrip damage. |
| 9th | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | — |
Channel Divinity: Inspire Blinding Light |
Domain: Flame Strike, Scrying. |
| 10th | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | Divine Intervention | Call on deity; roll ≤ cleric level on d100. If succeeds, can’t use again for 7 days. | |
| 11th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | Destroy Undead CR 2 |
Turn affects Fiends Divine Inspiration (saves/attacks) |
|
| 12th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | Ability Score Improvement | Extra 2nd Level Slot | |
| 13th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | — | Morning Prayers (+ Wis mod) | |
| 14th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | Destroy Undead CR 3 |
Extra 3rd Level Slot Divine Strike (2d8) Channel Divinity: Inspire +1d4 Blinding Light 2/rest |
|
| 15th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | — |
Rejuvenating Prayers 2/LR Divine Inspiration 2/SR |
|
| 16th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | Ability Score Improvement | Extra 4th Level Slot | |
| 17th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
Destroy Undead CR 4 Corona of Light |
Action: sunlight aura 60′ radius for 1 min; foes in bright light have disadv. on saves vs fire/radiant spells. | |
| 18th | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Channel Divinity ×3 | ||
| 19th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | Ability Score Improvement | ||
| 20th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Divine Intervention (auto) | Divine Intervention now succeeds automatically, no roll required. |
As a conduit for divine power, you can cast cleric spells. At 1st level, you know three cantrips of your choice from the cleric spell list, gaining additional cantrips at higher levels as shown on the Level Progression table.
Preparing Spells. You prepare the list of cleric spells available for you to cast, choosing from the cleric spell list. Choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum 1 spell), each of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest, spending at least 1 minute per spell level for each spell on your list in prayer and meditation.
Casting Spells. To cast a cleric spell of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Casting a spell does not remove it from your list of prepared spells.
Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells.
You have chosen the Light Domain. Your domain grants domain spells that you always have prepared; they do not count against the number of spells you can prepare each day. These remain cleric spells for you even if they do not appear on the standard cleric list. The domain also grants additional features at 1st, 2nd, 6th, 8th, and 17th level.
| Cleric Level | Domain Spells (always prepared) |
|---|---|
| 1st | Burning Hands, Faerie Fire |
| 3rd | Flaming Sphere, Scorching Ray |
| 5th | Daylight, Fireball |
| 7th | Guardian of Faith, Wall of Fire |
| 9th | Flame Strike, Scrying |
At 2nd level, you gain the ability to channel divine energy directly from your deity to fuel magical effects. You start with two Channel Divinity options: Turn Undead and the domain option Radiance of the Dawn. Some Channel Divinity effects require saving throws; when you use such an effect the DC equals your cleric spell save DC. You must finish a short or long rest before you can use Channel Divinity again (twice between rests from 6th level; three times from 18th level).
Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect preventing it from moving. If there’s nowhere to move, the creature can use the Dodge action.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 each. As normal, you can’t increase an ability score above 20 using this feature.
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below the threshold shown:
| Cleric Level | Destroys Undead of CR… |
|---|---|
| 5th | ½ or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically — no roll required.
Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of a god of light are enlightened souls infused with radiance and their god’s discerning vision, charged with chasing away lies and burning away darkness.
When you choose this domain at 1st level, you gain the Light cantrip if you don’t already know it.
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.
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.
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
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 on a success. A creature that has total cover from you is not affected.
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.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
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.
Custom rules and modifications applying to Eos. Tom’s Rules text is shown in red throughout the document.
In addition to the normal ritual casting abilities, any class with the Ritual Caster ability may keep a personal book containing ritual spells. They can ritually cast any spell they have in their book.
All classes apart from wizards are only able to write a spell in their book if they have the ability to cast spells one level higher than the level of the spell in question. The book otherwise functions as for the Ritual Caster feat — the caster must still acquire spells via scrolls or spellbooks unless they are a cleric or druid, but this enables access to those spells without needing to have them in memory.
Clerics gain extra spell slots beyond the standard table:
At 9th level, when you use Channel Divinity all allies within 30′ of you are divinely inspired and gain a +1 bonus to the next d20 roll they make before the end of your next turn. This stacks with Bless.
At 14th level this bonus increases to +1d4.
Additionally, at 11th level Channel Divinity Turn Undead also affects fiends.
The Channel Divinity damage for Radiance of the Dawn is not 2d10 but is instead 1d10, increasing by 1d10 per 4 cleric levels above 2nd, still adding +1 per cleric level.
| Cleric Level | Dice | Total Damage (failed save) |
|---|---|---|
| 2nd | 1d10 | 1d10 + 2 |
| 6th | 2d10 | 2d10 + 6 |
| 10th | 3d10 | 3d10 + 10 |
| 12th | 3d10 | 3d10 + 12 |
| 14th | 4d10 | 4d10 + 14 |
| 18th | 5d10 | 5d10 + 18 |
You may imbue one of your healing spells with ongoing powers. A single recipient of a spell you cast that heals hit points (as designated by you) will also begin to regenerate. At the start of each of their turns they will recover hit points equal to the level of the spell cast on them, for a number of rounds equal to your Wisdom bonus (minimum 1). This ability may be used once per long rest.
At 8th level the recipient recovers hit points equal to double the level of the spell cast.
At 15th level you may use this power twice per long rest.
When praying for your spells after a long rest you may invite a number of allies equal to your Wisdom bonus to spend 10 minutes praying with you. On one occasion for each such ally (including yourself), a healing spell you cast before the end of your next long rest (or within 24 hours, whichever is shorter) will heal extra hit points equal to half your cleric level.
At 13th level this increases by your Wisdom modifier.
At 9th level you may cast a healing spell as a reaction on one of your invited allies if they spend an action to say a prayer to your deity and are adjacent to you.
Once per short rest you may add your Wisdom bonus to an ability check. You may choose to add the bonus after you know what result you needed to achieve and the result of your roll.
At 11th level you may instead add it to a saving throw or attack roll.
At 15th level you may use this ability twice per short rest.
At 8th level clerics gain the ability to add damage to one melee attack per turn. For the Light Domain this is radiant damage.
As a bonus action you can nominate a single creature within 60′ who has been affected by a spell you have cast. If you damaged a creature with a bonus action you can still use this ability as part of that bonus action. This creature must make a Dexterity saving throw (DC = your spell save DC) or be struck blind for 1 minute.
Creatures with sunlight sensitivity roll their initial save at disadvantage. They may save at the end of each of their turns to end the effect.
You may not use this ability again until you take a short rest. At 14th level you may use this ability twice per short rest.