The Radiant Dawn Domain

The goddes of the sun Leona is a patron of righteous warriors. She believes that the true worth of a soldier lay in his ability to defend and protect. Her followers often wears golden vestments and armor. The most dedicated Clerics of the Radiant Dawn charges into battle with sunlight emanating from their shields and swords.

The Radiant Dawn Spells

Cleric Level Spells 1st guiding bolt, sanctuary 3rd misty step, warding bond 5th daylight, protection from energy 7th aura of purity, death ward 9th flame strike, hold monster

Bonus Profiency

At 1st level, you gain profiency with longswords, shortswords and heavy armor.

Sunlight

At 1st level, when you deal radiant damage to a creature, you mark that creature with the power of the sun. Mark lasts until the start of your next round. Mark is consumed when a creature is hit by an attack or harmful spell, dealing extra 1d4 radiant damage to the target. Each target can be affected by this feature only once per round. You are not able to activate additional damage yourself.

Damage changes when you reach certain levels in this class. It becomes a 1d6 at 11th level and a 1d8 at 17th level.

Channel Divinity: Daybreak

Starting at 2nd level, you can use your Channel Divinity to daze your foes.

As a bonus action, you imbue your weapon with holy power. The next time you hit a creature with melee weapon attack within a minute, your weapon gleams with white light, and the target is stunned to the end of its next turn. Creature stunned by this feature is also marked with Sunlight.

Channel Divinity: Eclipse

At 6th level, you can use your Channel Divinity to harness sunlight, protecting you and dealing radiant damage to your foes.

As an action, you create a magical, translucent sphere of light around your body. Until the start of your next turn you gain +2 bonus to AC, and resistance to bludgeoning, piercing and slashing damage. At the start of your next turn, each hostile creature within 10 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d6 + your cleric level on a failed saving throw, and half as much damage on a succesful one. If you hit at least one creature with this ability, bonus to AC and resistances lasts for one more round to the begining of your next turn. Creature that has total cover from you is not affected.

Zenith Blade

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Solar Flare

At 17th level you can cast Daylight at will. Additionally, hostile creatures in the area of bright light of the spell are marked with Sunlight.