| Bonus Cantrip |
When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know. |
| Warding Flare |
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. |
| Channel Divinity: Radiance of the Dawn |
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. Each hostile creature within 30 feet must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed save, and half as much on a successful one. A creature with total cover from you is unaffected. |
| Improved Flare |
At 6th level, you can use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. |
| Potent Spellcasting |
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. |
| Corona of Light |
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. Enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. |