Domain of the Sun
A Cleric Domain of Helios, god of life: a radiant pulse that harms foes and heals allies, fire and radiant resistance, and a reaction that revives a fallen ally.
Identity
The Domain of the Sun is the Cleric Domain of Helios, god of life and creation, the twin of Deimos. Sun clergy take the opening half of the cycle: they are present at births, at plantings, at the commissioning of a hull and at a colony's first morning, and their theology holds that creation is a continuous event that requires witnesses. Sun-temples ordain them by the hundred and sun-choirs ordain a handful.
Features
- L3 Solar Training
Domain Spells. You always have the following Sun Channel spells prepared, and they do not count against the number of spells you can prepare each day: 1st level: Beam 2nd level: Dazzle 3rd level: Flare 4th level: Wall of Flame 5th level: Lance 6th level: Pyre You can cast each one once you can cast spells of its level. Sun-Forged Discipline. You gain proficiency with heavy armor and with martial firearms whose damage type is fire or radiant. Daylight Cantrip. You learn the cantrip Ember. It does not count against your cantrips known. While you hold a holy symbol of a sun deity or a Halcyion solar relic, the bright-light radius of your Ember is doubled.
- L7 Spell Divinity: Solar Pulse
As an action, you present your holy symbol and release a pulse of stellar Rift Energy in a 30-foot-radius emanation centered on you. Each hostile creature in the area must make a Constitution saving throw against your spell save DC, taking 3d8 radiant damage on a failure or half as much on a success. You and your allies in the area are healed for 3d8 hit points, with no save. The pulse sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute, and it ends magical darkness of 5th level or lower in the area. The radiant damage and the healing increase by 1d8 at Cleric levels 11, 15 and 18.
- L11 Sun Ward
You have resistance to fire damage and radiant damage. While you are conscious and the sky overhead is unobstructed, or you are within 30 feet of an active solar-equivalent radiation source of Tier IV or higher, each ally within 30 feet of you who can see you gains darkvision out to 60 feet if it does not already have it and has advantage on saving throws to end the Blinded condition on itself. These benefits end if you are reduced to 0 hit points or Incapacitated.
- L15 Solar Restoration
Once per long rest, when an ally you can see within 60 feet is reduced to 0 hit points but not killed outright, you can use your reaction to channel a sunburst through them. The ally regains 1 hit point, stands up if Prone, and can immediately do one of the following: move up to half its speed, take the Dodge action or take the Disengage action. A bright corona surrounds the ally until the end of its next turn. The first creature to make a melee attack against the ally during that time takes 4d8 radiant damage, with no save, before the attack resolves.
- L18 Avatar of the Sun Capstone
Once per long rest, as a bonus action, you assume the Solar Form for 1 minute. While in Solar Form, you gain a flying speed equal to your walking speed and can hover. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. The first time each turn that a hostile creature enters a space within 10 feet of you or starts its turn there, it takes 2d10 radiant damage. You have resistance to all damage except force and necrotic damage, and you have advantage on Constitution saving throws to maintain concentration on a spell. The form ends early if you fall Unconscious or end it as a free action.