Tales of the Valiant Players Guide (pg. 38)

Light Domain - Cleric Subclass

Gods of the Light domain dedicate themselves to bringing light and warmth to the people of the world, burning away darkness and the evils that it hides. Devotees of this domain are often associated with the sun and moon, stars, truth, and the cleansing powers of fire.



class features:

CHANNEL DIVINITY

3rd-Level Light Feature

You gain the following Channel Divinity option.

  • Channel Divinity: Searing Radiance

As an action, you present your holy symbol and channel divine radiance through every magical light source that you’ve created so long as they’re on the same plane as you. Each hostile creature within the bright light of those sources must make a CON save. Roll a number of d8s equal to twice your PB. A creature takes radiant damage equal to the result on a failed save, or half as much damage on a successful save. Aberrations and Undead have disadvantage on the save.

IMBUE LIGHT

3rd-Level Light Feature

You learn the light and dancing lights cantrips if you don’t already know them. Dancing lights no longer requires concentration when you cast it and lasts for the duration or until you cast the spell again. These cantrips count as Divine spells when you cast them, but they don’t count against the number of cantrips you know as listed in the Cleric Progression table.

LIGHT DOMAIN SPELLS

3rd-Level Light Feature

You gain domain spells at the cleric levels listed in the Light Domain Spells table. See the Cleric Subclass class feature for how these spells work.

| Cleric Level | Spells |

| 3rd | burning hands, guiding bolt, moonbeam, scorching ray |

| 5th | daylight, fireball

| 7th | elemental shield, wall of fire

| 9th | dispel evil and good, flame strike |

OVERWHELMING FLASH

3rd-Level Light Feature

When a creature within 10 feet of you makes an attack roll, you can use your reaction to release a brilliant flash of divine light. The creature suffers a penalty to the attack roll equal to your WIS modifier, potentially missing their target. If the attack still hits, the attacking creature is blinded until the end of its turn. You can use this feature a number of times equal to your PB. You regain all expended uses when you finish a long rest.

RADIANT SPELLCASTING

7th-Level Light Feature

Your Divine cantrips that deal damage deal an additional 1d8 radiant damage. In addition, while you have light or continual flame cast on a weapon that you are holding, the first time that weapon deals damage on a turn, it deals additional radiant damage equal to your WIS modifier.

LUX MALEDICTION

11th-Level Light Feature

The Searing Radiance effect of your Channel Divinity feature now causes all sources of light you’ve made to become magical sunlight for 1 minute.

In addition, when you use your Overwhelming Flash feature against a creature, they are cursed by your luminance in one of the following ways:

• The creature can’t regain hit points until the end of its next turn.

• The creature takes radiant damage equal to your cleric level.

• The creature suffers a −10 penalty to WIS (Perception) checks for 10 minutes.

• The target can’t benefit from being invisible for 1 minute. A remove curse spell ends this effect. A creature can suffer only one curse at a time. If the creature starts and ends its turn in magical darkness, a Lux Malediction curse afflicting it ends.

LUMINOUS SHROUD

15th-Level Light Feature

While you are within an area of bright light, the radiance fills you with devout surety. You have advantage on saves, can't be charmed or frightened, and gain either immunity to radiant damage or resistance to necrotic damage (your choice).


Cleric Level

Features

3rd

Channel Divinity: Searing Radiance, Imbue Light, Light Domain Spells, Overwhelming Flash

7th

Radiant Spellcasting

11th

Lux Malediction

15th

Luminous Shroud


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