Legends of Tolria
The Galactic Game

Subclass Compendium · Cleric

Domain of the Sun

A cleric domain devoted to the stellar fundament — radiance, revelation, and the searing edge of the sun. Common to Halcyion sun-temples, Aurelion sun-cults, and frontier homestead-faiths that worship the local star.

Identity

Sun-clerics serve a star. Sometimes that star is theological — Helios, the Aurelion Crown, the Halcyion First Light — and sometimes it is simply the system primary their colony has lived under for ten generations. Either way, the cleric channels through fire that purifies and light that reveals. They burn the corrupt, they heal under bright sky, and they are very hard to lie to in a sunlit room.

Features

  • L3 Light of the First Star

    **Domain Channels.** You always have the following Sun-school channels prepared, and they do not count against the number of channels you can prepare each day: • 1st level: **Sun's Touch**, **Searing Light** • 3rd level: **Solar Burst**, **Wall of Flame** • 5th level: **Sun Lance**, **Burning Sphere** (You may cast each from your domain preparation when you can normally cast a channel of that level.) **Sun-Forged Discipline.** You gain proficiency with heavy armor and with martial firearms whose damage type is fire or radiant. **Daylight Cantrip.** You learn the cantrip **Spark**. It does not count against your cantrips known. While you hold a holy symbol of a sun-deity or a Halcyion solar relic, your Spark casts have their bright-light radius doubled.

  • L7 Channel Divinity: Solar Pulse

    As an action, you present your holy symbol and release a controlled pulse of stellar Rift Energy in a 30-ft-radius emanation centered on yourself. Each creature in the area must make a Constitution saving throw against your channel save DC. On a failure, a creature takes 3d8 radiant damage (hostile creatures only) or is healed for 3d8 HP (allies and yourself, no save required); on a success, hostile creatures take half damage. The pulse sheds bright light in a 30-ft radius and dim light for an additional 30 ft for 1 minute, and ends magical darkness of 5th level or lower in the area. The radiant damage and the healing both increase by 1d8 at Cleric levels 11, 15, and 18. This is a Channel Divinity option.

  • L11 Sun-Aspected Ward

    You gain resistance to fire damage and to radiant damage. While you are conscious and the sky overhead is unobstructed (or you are within 30 ft of a Tier IV+ active solar-equivalent radiation source), each ally within 30 ft of you who can see you gains darkvision out to 60 ft if they do not already have it, and gains advantage on saves to end the Blinded condition on themselves. These benefits end if you are reduced to 0 HP or incapacitated.

  • L15 Solar Restoration

    Once per long rest, when an ally you can see within 60 ft is reduced to 0 HP but is not killed outright, you may use your reaction to channel a sunburst through them. The ally is restored to 1 HP, stands (if prone), and may immediately use one of: a movement of up to half their speed, the Dodge action, or the Disengage action. A bright corona surrounds them until the end of their next turn; the first creature to make a melee attack against them during that period takes 4d8 radiant damage (no save) before the attack resolves.

  • L18 Avatar of the Sun

    Once per long rest, as a bonus action, you assume the **Solar Form** for 1 minute. While in Solar Form: you gain a flying speed equal to your walking speed and may hover; you shed bright light in a 30-ft radius and dim light for an additional 30 ft; the first time each turn a hostile creature enters a space within 10 ft of you or starts its turn there, it takes 2d10 radiant damage; you have resistance to all damage except force and necrotic; and you have advantage on Constitution saving throws to maintain concentration on a channel. The form ends early if you fall unconscious or end it as a free action.