Improved Light Domain

Light Domain Spells

Cleric Level Spells 1st Burning Hands, Faerie Fire 3rd Dragon's Breath, Scorching Ray 5th Haste, Fireball 7th Dimension Door, Wall of Fire 9th Flame Strike, Wall of Light

Bonus Cantrips

When you choose this domain at 1st level, you gain the Light and Firebolt cantrips, They work as Cleric cantrips for you and don't count against the number of cantrips in the Cleric table .

Warding Flare

Also 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. 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: Radiance of the Dawn

Starting 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. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, 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.

Also at 6th level you gain resistance to Radiant and Necrotic damage

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 10 minutes or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage and they also take radiant damage equal to your wisdom modifier if they end their turn in the bright light

Fire Domain

Fire Domain Spells

Cleric Level Spells 1st Faerie Fire, Hellish Rebuke 3rd Dragon's Breath, Scorching Ray 5th Haste, Fireball 7th Conjure Minor Elementals, Wall of Fire 9th Conjure Elemental, Immolation

Soul of Fire

When you choose this domain at 1st level, your body starts to emit more heat than normal with your blood boiling inside your veins, you are blessed with Primordial Fire and can create small flames in your hands and body, they are not big enought to deal damage, but you are able to light torches, candles, campfires, and things a like, you also gain proficiency in the Intimidation skill and Superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light but you can only distinguish Shades of Red.

Pyromancy Aprentice

Also at 1st Level you gain two cantrips: Control Flames and another one that deals fire damage from any spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Prominence

Starting at 2nd level, you can use your Channel Divinity to channel the Primordial Fire that courses through your body. As an action, you present your holy symbol, and fire surges out from you in a blistering inferno. Each hostile creature within 30 feet of you must make a Dexterity saving throw. A creature takes Fire damage equal to 2d10 + your cleric level on a failed saving throw, or half as much damage on a successful one. Creatures within 10 feet of you have disadvantage on this saving throw. A creature that has total cover from you is not affected.

Acolyte of the Ember

Starting at 6th level, you are even more attuned with the Primordial Fire inside you, and can exert greater control over your flames. When you deal fire damage, your fire burns bright blue and supernaturally hot, ignoring a creature's resistance, but not immunity to fire damage. Additionally, you gain resistance to fire damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Son of the Sun

Starting at Level 17, you are one with the Sun, you are able to produce wings and a crown of pure concentrated fire, you have a flying speed equal to your current walking speed whenever you are not underground or indoors and you emit bright light in a 30-foot radius and dim light 30 feet beyond that.