Skip to content

Subclass Cleric Light Domain

yoonmoonsik edited this page Jul 7, 2026 · 7 revisions

What Is the Light Domain?

The Light Domain is a Cleric subclass built around Radiant and Fire damage. 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. Two interrupt variants unlock together at Level 3 — a basic version and an "Improved" version that additionally casts a bonus retaliation spell against the attacker — so you already choose between them on every trigger, well before Level 6.

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. As a Magic action, you emit a flash of light in a 30-foot Emanation:

  • Dispels magical darkness (such as the Darkness spell) in the area
  • Each creature of your choice in the area makes a Constitution saving throw, taking 2d10 + Cleric Level Radiant damage on a failure or half as much on a success

Radiance of the Dawn always deals at least half damage — the action is never wasted.

Level 6 Features

Improved Warding Flare

At Level 6, you gain WardingFlare_Improved, which upgrades your existing Warding Flare reaction in two ways — it does not add radiant damage to the attacker:

  • Faster recharge: Your Warding Flare charges now refresh on a Short Rest instead of a Long Rest.
  • Temporary HP: Whenever you trigger either Warding Flare interrupt, the protected creature (you or the ally you defended) gains Temporary HP equal to 2d6 + your Wisdom modifier.

Improved Warding Flare turns Warding Flare from a once-or-twice-a-day defensive option into a per-encounter one, and each use now also cushions the creature you protected against the next hit that gets through.

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 — charges refresh on Short Rest instead of Long Rest, and every trigger now grants the protected creature Temporary HP
  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

Clone this wiki locally