Light

Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

Branch Features

Branch Spells

When you take your first talent in this branch, you learn the Light cantrip, if you do not already know it. If you already know this cantrip, then you learn a cantrip of your choice from the divine spell list. This cantrip doesn’t count against the number of divine cantrips that you know.

Additionally, once you can cast spells of the corresponding level, you may spend character points equal to twice the spell’s level to have that spell always prepared. Spells bought in this manner don’t count against the number of spells that you can prepare.

If you have a branch spell that doesn’t appear on the Divine Spell List, that spell is nevertheless a divine spell for you.

Spell Level Spells Cost
1st Burning Hands, Faerie Fire 2 Character Points per Spell
2nd Flaming Sphere, Scorching Ray 4 Character Points per Spell
3rd Daylight, Fireball 6 Character Points per Spell
4th Guardian of Faith, Wall of Fire 8 Character Points per Spell
5th Flame Strike, Scrying 10 Character Points per Spell

Radiance of the Dawn

Prerequisite: Channel Divinity
Actions: 2

You can harness sunlight, banishing darkness and dealing sacred damage to your foes.

You use your Channel Divinity and present your holy symbol. Any magical darkness within 30 feet of you is dispelled.

Additionally, make a spellcasting attack vs the Constitution defense of each hostile creature within 30 feet of you. On a hit, a creature takes sacred damage equal to 2d10 + your spellcasting attribute modifier, or half as much damage on a miss. A creature that has total cover from you is not affected.

Talents

Talent CP Prerequisites
Warding Flare 5 -
Radiance of the Dawn - Channel Divinity
Improved Flare 20 3rd Level Spells and Warding Flare
Corona of Light 80 8th Level Spells and Improved Flare

Warding Flare

Cost: 5 Character Points
Action: Free
Trigger: You are hit by an attack from a creature within 30 feet.

You can interpose divine light between yourself and an attacking enemy.

The first time each round that you are attacked by a creature within 30 feet of you that you can see, flaring light distracts the attacker, imparting -1d to hit. On your turn, you may decide not to use this feature for the next round, or that it is only to be triggered by certain creatures.

An attacker that can’t be blinded is immune to this feature.

This ability triggers once per round and automatically on the first attack to hit you each round, unless you declare on your turn or when you roll intitiative that it will trigger from attacks by a specified creature, or not to use it at all. You can use this feature a number of times equal to your spellcasting attribute modifier. You regain all expended uses when you finish a long rest.

Radiance of the Dawn

Prerequisite: Channel Divinity and Warding Flare
Actions: 2

You can harness sunlight, banishing darkness and dealing sacred damage to your foes.

You use your Channel Divinity and present your holy symbol. Any magical darkness within 30 feet of you is dispelled.

Additionally, make an evocation attack vs the Constitution defense of each hostile creature within 30 feet of you. On a hit, a creature takes sacred damage equal to 2d10 + your spellcasting attribute modifier, or half as much damage on a miss. A creature that has total cover from you is not affected.

Improved Flare

Cost: 20 Character Points
Prerequisite: 3rd Level Spells and Warding Flare
Action: Free
Trigger: A creature within 30 feet of you is hit by an attack.

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.

Corona of Light

Cost: 80 Character Points
Prerequisite: 8th Level Spells and Improved Flare
Actions: 2

You activate 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 60 feet beyond that. Any spell attack that deals fire or sacred damage has +1d to hit hostile creatures within the bright light.