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Light Domain: Difference between revisions
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* You can add your [[Wisdom]] Modifier to the damage you deal with cantrips. | * You can add your [[Wisdom]] Modifier to the damage you deal with cantrips. | ||
Revision as of 21:42, 5 October 2023
The Light domain is offered by deities of justice, majesty, and primordial flame, providing spells that dispel darkness and harm the undead.
The Light domain is offered by deities of justice, majesty, and primordial flame, providing spells that dispel darkness and harm the undead.
Light Domain is one of the Subclasses of Cleric. These Clerics are charged with chasing away lies and burning away darkness.
Subclass Features
This subclass obtains all the features from its base class, Cleric, in addition to its unique features outlined below.
Level 1
- Shield yourself with divine light. Use your Reaction to impose Disadvantage on an attacker, potentially causing their attack to miss. An attacker that can’t be Blinded is immune to this effect.
Domain Spells
- You gain spells from your domain. They are Always Prepared.
Level 2
- Channel Divinity Action: Harness the sun's divine power to dispel any magical darkness and deal 2d10 + Character LevelRadiant damage to hostile creatures. On a successful save, targets still take half damage. Doesn't affect creatures that have total cover from you.
Level 3
Domain Spells
- You gain spells from your domain. They are Always Prepared.
Level 5
Domain Spells
- You gain spells from your domain. They are Always Prepared.
Level 6
- When an enemy attacks an ally, you can use your Reaction to impose Disadvantage on the Attack roll, possibly causing their attack to miss.
Level 7
Domain Spells
- You gain spells from your domain. They are Always Prepared.
Level 8
- You can add your Wisdom Modifier to the damage you deal with cantrips.
Level 9
Domain Spells
- You gain spells from your domain. They are Always Prepared.