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Subclass Cleric 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.
| 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) |
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.
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.
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.
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.
The Light Domain is a radiant damage dealer with a reaction-based defensive system that rewards Wisdom investment at every level.
Your combat identity:
- Warding Flare — every rest, negate Wisdom-modifier attacks. At 20 Wisdom, that's 5 per rest
- Radiance of the Dawn — open against undead encounters with damage + turn in one action
- Fireball at Level 5 — always prepared, no slot tax on a core offensive spell
- 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
- Wall of Fire at Level 7 — area denial always prepared; lock down chokepoints for free
- Flame Strike + Destructive Wave at Level 9 — two of the strongest AoE spells in the game, always available