Sun Domain
The Sun Domain channels the searing power of daylight to drive back darkness, expose falsehood, and burn away corruption. Clerics who serve sun deities carry a fierce, uncompromising radiance into the world—not merely to illuminate, but to scour. Their faith is as relentless as the midday sun, and their enemies find little shelter in shadow.
Sun Domain Table:
| Level | Subclass Features Gained |
|---|---|
| 1st | Bonus Proficiency, Domain Spells |
| 2nd | Channel Divinity: Radiant Burst |
| 6th | Searing Arc Strike |
| 8th | Divine Strike |
| 17th | Blinding Flash |
Subclass Features
Bonus Proficiency
1st-level Sun Domain feature
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Domain Spells
You gain domain spells at the cleric levels listed below. See Divine Domain for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | burning hands, faerie fire |
| 3rd | scorching ray, see invisibility |
| 5th | daylight, fireball |
| 7th | guardian of faith, wall of fire |
| 9th | flame strike, dawn |
Channel Divinity: Radiant Burst
2nd-level Sun Domain feature
Starting at 2nd level, you can use your Channel Divinity to unleash a flash of blinding sunlight. As an action, you present your holy symbol and each creature of your choice within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes \(2d10\) radiant damage. On a successful save, a creature takes half as much damage.
Searing Arc Strike
6th-level Sun Domain feature
At 6th level, you gain the ability to channel solar fire through your strikes. Immediately after you take the Attack action on your turn, you can cast burning hands as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Divine Strike
8th-level Sun Domain feature
At 8th level, you gain the ability to infuse your weapon strikes with radiant 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 \(2d8\).
Blinding Flash
17th-level Sun Domain feature
At 17th level, when you deal radiant damage to a creature, that creature is blinded until the end of your next turn (no saving throw). A creature blinded by this feature that succeeds on a Constitution saving throw (DC equal to your spell save DC) at the end of your next turn ends the effect early.