Light Domain

Gods of light such as Nuadun or Frey presided over this domain, which represented ideals such as renewal, truth, vigilance, and beauty. Some Light domain gods like Yarethan were patrons of the arts, while others, such as Bahamut were stalwarts of duty, devoted to the expulsion of lies and the banishment of darkness. The Light domain was generally favored by non-evil deities.

The abilities of Light domain clerics were generally light or fire-flavored. Among the most basic of these skills gathered was the light cantrip. Additionally, extremely experienced clerics specializing in the Light domain could generate an aura of bright light that lasted for up to a minute, shining into a space of up to feet in radius as well as enhancing any spells cast in the area using fire or radiant power.

Light Domain Spells

Cleric Level Spells
1st Burning Hands, Faerie Fire
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Scrying

Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.

Warding Flare

Also at 1st level, when you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, as an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.