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Lightbringer Domain

The gods of peace, light, healing, and protection tend to govern the lightbringer domain. Clerics who serve as lightbringers aim to offer succor to those in the dark and spread light where they go. These clerics can be found as watchmen keeping the peace in a vunerable town, traveling healers helping those who need it, mediators helping to resolve conflict through truth, or simply spiritual advisor to those who've lost their way. Wherever you need a guide through the long night, trust in these clerics to guide you to the dawn.



Lightbringer Domain Spells

Cleric Level Spells 0 Light 1st Faerie Fire, Sleep 3rd Healing Spirit, Flaming Sphere 5th Leomund's Tiny Hut, Fireball 7th Guardian of Faith, Wall of Fire 9th Circle of power, Dream

Bonus Cantrip

1st-level lightbringer domain feature

When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.



Warding Flare

1st-level lightbringer domain feature

Also at 1st level, you can interpose divine light between yourself and an atacking 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.



Channel Divinity:Auspice of Twilight

2nd-level lightbringer domain feature

Starting at 2nd level, you can use your Channel Divinity to summon a glow of half light, inspiring all with hope for another sunrise. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. A 30 foot sphere filled with dim light emanates from you and moves with you. Each time you Channel Divinity choose one of these benefits to last for one round:



Each hostile creature upon starting their turn within the 30-foot sphere must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + cleric level on a failed saving throw, half as much damage on a sucessful one. A creature that has total cover from you is not affected.

Evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct.



Inspiring Flare of Warding 6th-level lightbringer domain feature

Beginning at 6th level, when using Warding flare choose one of these benefits: You can use your Warding Flare feature when a creature that you can see within 30 feet of you attacks you or a creature other than you.

You can grant one creature you can see within 30 feet of you advantage on saving throws against being frightened. This benefit ends immediately after the roll or if you use this feature again.







