Sun Above

Clerics which pledge their loyalty to this singular religion of the sun must relinquish all other pantheons and deities; the Sun Above accepts nothing less than total devotion. To the avia-ra, and numerous other ancient cultures, the sun is the ultimate force of creation and destruction, an entity that banishes the darkness of ignorance and exposes the world in stark contrasts: light and shadow, day and night, good and evil. The Sun Above demands that its devotees spread its message to the stars, such that all worship be focused to it.

Sun Above Domain Spells
Cleric Level Spells
1st detect evil and good, divine favor
3rd hold person, moonbeam
5th counterspell, daylight
7th fire shield, wall of fire
9th geas, scrying

Unarmored Defense

Starting at 1st level, your faith in the Sun Above shields you from harm. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Emissary of the Sun

Also at 1st level, you gain proficiency with the sunstaff, laser halfsword, laser sword, photonic lash, and thermal lance.

Additionally, you can use your Dexterity instead of Strength for your melee weapon attacks and damage rolls. This feature only applies to weapons you are proficient with that lack the Heavy property.

Channel Divinity: Mark of Judgment

Starting at 2nd level, as a bonus action, you can present your holy symbol and use your Channel Divinity to brand a creature that you can see within 60 feet with an ancient mark, condemning them to receive the absolute judgment of the Sun Above. For 1 minute, the target can’t take the Hide action, as it is followed by an uncanny light. Additionally, you deal an extra 1d6 radiant damage to the target whenever you hit it with a weapon attack.


By 6th level, you have attained the much-coveted rank of Apologist within the faith, and are tasked with carrying the message of the Sun to all who will listen and banishing those who would obscure this message. Whenever you make a Charisma check, you can add your Wisdom modifier to the roll.

Additionally, you can bend non-believers before the Sun’s authority. When you roll initiative and aren’t surprised, you can choose one creature you can see within 60 feet to make a Wisdom saving throw, opposed by your spell save DC. On a failed save, that creature has a penalty equal to your Wisdom modifier to its AC and attack rolls for the first round of combat.

Divine Strike

Starting 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 Zenith

At 17th level, you can feel the sun’s majesty at your fingertips and can summon it in immense waves. You learn the spell sunbeam, and it counts as a cleric spell for you. Sunbeam is always prepared for you, and doesn’t count against your number of prepared spells.

Additionally, as an action on your turn, you can fill yourself with the luminous wrath of the Sun Above. You can cast sunbeam as an 8th level spell without expending a spell slot. When you cast the spell in this way, you regain hit points equal to your Wisdom modifier at the start of each of your turns if you have no more than half of your hit points left. You can’t lose your concentration on this casting of sunbeam as a result of taking damage. Once you use this ability, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

Dark Matter Copyright 2019, Mage Hand Press, LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair