Arun |
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AlignmentNeutral Divine DomainsElemental (Fire), Elemental (Ice), Elemental (Lightning), Sun Domain |
Arun is a Deity in Solasta: Crown of the Magister. Deity is a character feature that is presented to the Cleric and Paladin Classes during Character Customization. Choosing a deity for the player's character is like selecting the believes that your character follows. Selecting a Deity changes the type of alignment for your character, but in the Cleric class, each Deity also consists of various Divine Domain (Subclasses) that you can choose to obtain more Features for the character.
The primordial god of the elements and patron of adventurers, peasants, hermits, and all others who value nature above civilization.
The oldest of the timarian deities, Arun is the one to whom humanity first prayed while struggling to survive in a hostile environment. His spouse is Maraike, the goddess of life and death. His clergy is divided into three main branches, each attached to one of Arun's powers: fire, ice, and lightning.
Arun Information
Arun Divine Domains
At Lv. 1 Cleric, players get to choose their Divine Domain (Subclasses) in Character Customization
Divine Domain Features
Elemental (Fire)
Level 1
- Bonus Cantrip (Fire): Fire Bolt
- Primal Harmony (Fire): Resistance to Fire: damage is halved.
- Elemental Domain Spells: In your list and always prepared.
- Level 1: Thunderwave, Fog Cloud
- Level 3: Levitate, Misty Step
- Level 5: Lightning Bolt, Fly
Level 2
- Channel Divinity: Fire Burst: Channel divinity to cause 3d8 fire damage to a target within 12 cells. A successful Dexterity save halves the damage.
Level 6
- Scholar of the Elements: Use your reaction to become immune to your domain element so it heals you instead of wounding you.
Elemental (Ice)
Level 1
- Bonus Cantrip (Ice): Ray of Frost
- Primal Harmony (Ice): Resistance to Cold: damage is halved.
- Elemental Domain Spells: In your list and always prepared.
- Level 1: Thunderwave, Fog Cloud
- Level 3: Levitate, Misty Step
- Level 5: Lightning Bolt, Fly
Level 2
- Channel Divinity: Ice Lance: Use Channel Divinity on a target within 12 cells. The target must make a Dexterity saving throw or be pushed away by 2 cells and suffer 2d8 cold damage.
Level 6
- Scholar of the Elements: Use your reaction to become immune to your domain element so it heals you instead of wounding you.
Elemental (Lightning)
Level 1
- Bonus Cantrip (Lightning): Shocking Grasp
- Primal Harmony (Lightning): Resistance to Lightning: damage is halved.
- Elemental Domain Spells: In your list and always prepared.
- Level 1: Thunderwave, Fog Cloud
- Level 3: Levitate, Misty Step
- Level 5: Lightning Bolt, Fly
Level 2
- Channel Divinity: Lightning Blade: Channel Divinity to cause 1d8 lightning damage to a target within 12 cells. On a failed Dexterity save, the target is also stunned until the end of its next turn.
Level 6
- Scholar of the Elements: Use your reaction to become immune to your domain element so it heals you instead of wounding you.
Sun Domain
Level 1
- Bonus Cantrip: Light
- Holy Radiance: When you cast Sacred Flame, your target has a disadvantage on the saving throw.
- Sun Domain Spells: In your list and always prepared.
- Level 1: Burning Hands, Faerie Fire
- Level 3: Scorching Ray, Darkvision
- Level 5: Daylight, Hypnotic Pattern
Level 2
- Channel Divinity: Herald of the Sun: Channel Divinity to engulf a visible enemy within 6 cells with radiant light, causing 1d8 radiant damage +2 Cleric per level (half damage on a successful Constitution saving throw) and cause the blinded condition for 1 minute (negated if saving throw was successful).
Level 6
- Channel Divinity: Indomitable Light: Channel Divinity to summon a sphere of sunlight, which affects light-sensitive creatures and negates areas of darkness.
- Soothing Hand: Heal an ally and remove one detrimental condition.
Arun Tips & Builds
- Note 1
- Note 2