Radiant Domain

More than just mundane light, clerics of radiance are devoted to the Light, the essence and wellspring of creation, which opposes the power of Shadow. Any of the Gods of Light can claim this domain along with clerics of the Eternal Dance itself. Clerics of radiance are found in all of the lands of Aldea but particularly Aldis and Jarzon, although they often differ in their views of how best to shed their light to banish Shadow.

Expanded Spell List

Radiant Domain Expanded Spells
Cleric Level Spells
1st Faerie fire, guiding bolt
3rd Aid, prayer of healing
5th Daylight, spirit guardians
7th Death ward, wall of fire
9th Dispel evil and good, flame strike

Radiant Bolt

As your action, you can cast a bolt of radiant energy from your fingertips at a target within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Channel Divinity: Turn Shadows

Starting at 2nd level, you can use your Channel Divinity to turn fiends and shadowspawn in the same way you can turn undead creatures. This trait also destroys fiends (but not shadowspawn) like the Destroy Undead feature, starting at 5th level; your radiance dissolves them into inky shadows that quickly vanish.

Channel Divinity: Circle of Radiance

At 6th level, you can use your Channel Divinity to create a 10-foot radius, 20-foot tall cylinder of magical energy centered on you. Glowing light appears wherever the cylinder intersects with the floor or other surface. It lasts while you concentrate for up to an hour. Fiends and undead cannot willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or planar travel to do so, it must first succeed on a Charisma saving throw against your spellcasting DC. Fiends and undead have disadvantage on attack rolls against targets within the cylinder, and they cannot charm, frighten, or possess targets within the cylinder.

Radiant Strike

At 8th level, you gain the ability to infuse your weapon strikes with radiant power. When you hit a creature with a weapon attack, you also deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. Once you deal this radiant damage, you cannot use this feature again until the start of your next turn.

Channel Radiance

At 17th level, you gain sunbeam and sunburst as bonus domain spells. You always have them prepared and they do not count against your number of prepared spells. Additionally, you can expend one of your uses of Channel Divinity to cast either of these spells without expending a spell slot.

Section 15: Copyright Notice

Blue Rose Adventurer’s Guide, Copyright 2020, Green Ronin Publishing; Lead Designer: Steve Kenson, based on original material by Jeremy Crawford, Steve Kenson, Alejandro Melchor, and John Snead.

This is not the complete license attribution - see the full license for this page