Sun Domain |
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Subclass Features |
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♦ Level 1Bonus CantripHoly RadianceWhen you cast Sacred Flame, your target has a disadvantage on the saving throw. Sun Domain SpellsLevel 1: Burning Hands, Faerie Fire ♦ Level 2Channel Divinity: Hearld of the SunChannel Divinity to engulf a visible enemy within 6 cells with radiant light, causing 1d8 radiant damage +2 Cleric per level. ♦ Level 6Channel Divinity: Indomitable LightChannel Divinity to summon a sphere of sunlight, which affects light-sensitive creatures and negates areas of darkness. Soothing HandHeal an ally and remove one detrimental condition. ♦ Level 8Divine Strike+1d8 radiant damage on weapon attacks, once per turn. ♦ Level 10Divine InterventionYou attempt to request the help of your deity, with a success chance of 1% per cleric level. |
Sun Domain is a Subclass in Solasta: Crown of the Magister. Sun Domain is a subclass of the Cleric Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.
The Sun domain encompasses the powers of cleaning light and warmth of the sun itself. Clerics who embrace this domain are beacons of light in a world of darkness.
Sun Domain Information
Sun Domain Subclass Features
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 7: Fire Shield, Wall of Fire
- Level 9: Flame Strike, Greater Restoration
Level 2
- Channel Divinity: Hearld 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.
Level 8
- Divine Strike: +1d8 radiant damage on weapon attacks, once per turn.
Level 10
- Divine Intervention: You attempt to request the help of your deity, with a success chance of 1% per cleric level.
Cleric Initial Features
- Wisdom, Charisma Saving Throw Proficiencies.
- Cleric Armor Proficiencies: Light Armor, Medium Armor, Shield.
- Cleric Skills: Choose 2 of these skills: History, Insight, Medicine, Persuasion Religion.
- Cleric Spellcasting: Can cast spells from the Cleric Spells list.
- Ritual Casting: You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Divine Domains: Choose one of the divine domains granted by your deity.
- Scroll Scribing: You have been trained to scribe magic scrolls.
Higher Level Features
Level 2
- Channel Divinity: Can use the Channel Divinity actions once between rests.
- Channel Divinity: Turn Undead: Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw.
Level 3
- Additional Spell Slot
- Unlocks Domain Spells: Hold Person, Branding Smite
Level 4
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 5
- Turn Undead (Destroy): Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom Saving Throw. Undead creatures with a challenge rating of 0.5 or lower that fail the saving throw are instead destroyed.
Level 6
- Channel Divinity (Increased): +1 Channel Divinity use between rests.
Level 7
- Additional Spell Slot
- Unlocks Domain Spells: Banishment, Guardian of Faith
Level 8
- Additional Spell Slot
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
- Turn Undead (Destroy): Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom Saving Throw. Undead creatures with a challenge rating of 0.5 or lower that fail the saving throw are instead destroyed.
Level 9
- Additional Spell Slot
- +4 Proficiency Bonus, +9 Sepll Attack
- Unlocks Domain Spells: Hold Monster, Dispel Evil & Good
Level 10
- Additional Spell Slot
- Divine Intervention: You attempt to request the help of your deity, with a success chance of 1% per cleric level.
Cleric Starting Equipment
- Mace or Warhammer
- Scale Mail or Leather Armor
- Light Crossbow & 20x Crossbow Bolt or Club
- Priest's Pack or Explorer's Pack
- Shield
- Holy Symbol (Amulet)
Sun Domain Tips & Builds
- Note 1
- Note 2
Burning Hands, Faerie Fire, are good spells. Hearld of the Sun, and Soothing Hand seem nice.
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