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Subclass Cleric Light Domain

yoonmoonsik edited this page Jun 30, 2026 · 6 revisions

What Is the Light Domain?

The Light Domain is a Cleric subclass built around radiant power, sacred fire, and the divine light that burns away darkness — and everything standing in it. The spell list includes Fireball, Wall of Fire, Flame Strike, and Destructive Wave alongside its unique Channel Divinity and a reaction system — Warding Flare — that scales directly with your Wisdom modifier.

The 5.5e rework gives the Light Domain a fixed Warding Flare scaling system that rewards Wisdom investment, a Channel Divinity that pushes undead and damages them simultaneously, and a progression that turns the Cleric into a legitimate damage dealer without sacrificing the class's identity.

Class Features

Progression Overview

LEVEL FEATURE
3 Light Domain Spells, Warding Flare, Radiance of the Dawn
5 Light Domain Spells (expanded)
6 Improved Warding Flare
7 Light Domain Spells (expanded)
9 Light Domain Spells (expanded)

Level 3 Features

Light Domain Spells

Your Domain grants an expanding spell list that is always prepared and doesn't count against your limit:

CLERIC LEVEL SPELLS ADDED
3 Scorching Ray, See Invisibility, Burning Hands, Faerie Fire, Radiance of the Dawn
5 Daylight, Fireball
7 Guardian of Faith, Wall of Fire
9 Flame Strike, Destructive Wave

10 spells total — a damage-focused Domain spell list. At Level 9, Flame Strike and Destructive Wave are always prepared.

Warding Flare

A reaction interrupt that fires when a creature you can see within 30 feet attacks you or an ally. When triggered, you impose Disadvantage on that attack roll — the attacker is momentarily blinded by a burst of divine radiance.

Warding Flare charges scale with Wisdom:

WISDOM SCORE CHARGES PER REST
13 or lower 1
14–15 2
16–17 3
18–19 4
20–21 5
22–23 6
24+ 7

The higher your Wisdom, the more attacks you can negate per rest. At 20 Wisdom, you have 5 Warding Flare charges — 5 attacks per rest that automatically have Disadvantage imposed on the roll.

Bug fix note: Prior to patch 5d588ca, Warding Flare charges were not being correctly generated from the passive — the interrupt unlocked but the ActionResource(WardingFlare) entries were missing. This has been corrected and Wisdom scaling now works as intended.

Radiance of the Dawn — Channel Divinity

Your Channel Divinity option at Level 3. Radiance of the Dawn is both a Turn Undead effect and an area damage spell in one action:

  • Dispels magical darkness in a 30-foot radius
  • Deals 2d10 + Cleric Level radiant damage to all undead in range
  • Undead must make a Constitution saving throw or be turned

Unlike base Turn Undead, Radiance of the Dawn always deals damage — even if the undead pass their save. You never waste the action.

Level 6 Features

Improved Warding Flare

At Level 6, Warding Flare upgrades to WardingFlare_Improved — the same reaction now applies an additional effect beyond Disadvantage:

  • The attacker takes radiant damage equal to your Wisdom modifier
  • The Disadvantage effect remains

Improved Warding Flare turns a defensive reaction into a punishing one. Every attack you negate now hurts the attacker. At higher Wisdom scores with multiple charges, you're dealing meaningful radiant damage every round just from reactions.

The interrupt system unlocks both Interrupt_WardingFlare and Interrupt_WardingFlare_Improved simultaneously at Level 6 — you choose which version fires based on your current charges and the situation.

Playstyle Summary

The Light Domain is a radiant damage dealer with a reaction-based defensive system that rewards Wisdom investment at every level.

Your combat identity:

  1. Warding Flare — every rest, negate Wisdom-modifier attacks. At 20 Wisdom, that's 5 per rest
  2. Radiance of the Dawn — open against undead encounters with damage + turn in one action
  3. Fireball at Level 5 — always prepared, no slot tax on a core offensive spell
  4. Improved Warding Flare at Level 6 — reactions now deal radiant damage; defensive turns offensive
  5. Wall of Fire at Level 7 — area denial always prepared; lock down chokepoints for free
  6. Flame Strike + Destructive Wave at Level 9 — two of the strongest AoE spells in the game, always available

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