Among the creatures of 168澳洲幸运5开奖网:Dungeons & Dragons, light is paramount to the lives of those who dwell within the surface world. From a campfire at night providing a brief haven from the terrors of the dark to the sunlight that guides a group through a forest, light illuminates, revitalizes, nurt🗹ures, and above al♔l, burns.

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Clerics of the Light Domain often find themselves at the center of artistic pursuits, while others stand as champions of the sun against creatures that stalk the night. A level of responsibility is often placed upon the shoulders of these clerics, whether they're incinerating their enemies or providing support to their team.

Deities Of The Light Domain

A Dwarf Cleric Wields A Warhammer
The Cleric Class from The Player's Handbook via Wizards Of The Coast

As a Cleric of the Light Domain, you may be called upon to worship a god. Within the various settings of Dungeons and Dragons, there are many to choose from.

Here are a couple that may spark your interest:

Deity

Setting

Description

Corellon Larethian

Forgotten Realms

Considered the god of all things elven, Corellon deals heavily with magic, art, beauty, and war. They often appear as an androgynous elf in armor, and condemn those that flee from their foes.

Lathander

Forgotten Realms

Lathander is the god of the dawn, renewal, and rebirth, and he often appears as a golden figure using the sun in his imagery. Lathander is known to be as proud as he is beautiful, and once tried to reshape the pantheon in his image to correct it.

Eilistraee

Forgotten Realms

Known as the drow goddess of the moon, beauty, song, and hunting, Eilistraee often takes the form of a young drow woman or a sliver of moonlight. She is known to guide the drow to the surface world and considers her enemy to be her mother, Lolth.

The Silver Flame

Eberron

The esoteric deity of all things good and lawful, their church emphasizes enlightenment and inspiration. Many beings from all walks of life worship The Silver Flame.

Path of Light

Eberron

This faith is primarily worshipped by kalashtar, a humanoid species aligned to spirits. This path emphasizes the idea of a new age arising, and often violently combats evil and darkness.

Morninglord

Ravenloft

Once considered to be an aspect of Lathander, the religion of the Morninglord originated from Barovia, a Domain of Dread. Hope, compassion, and the purifying qualities of sunlight make up the Morninglord's ideals, even surrounded by darkness.

Tharmekhûl

Forgotten Realms

Tharmekhûl is the right hand to the dwarven god Moradin. His portfolio includes destruction, fire, and creation. His followers associate him with the forge, with prayers often offered at said forges in his honor.

As per Xanathar's Guide To Everything, a cleric does not technically have to follow a god. A cleric can be beholden to a set of ideals or a belief system, as well as concepts like the energy of the sun. Instead, the divinity may come from the power of their belief. If this seems more feasible, talk with your Dung♏e🐭on Master about your cleric serving a philosophy, idea, or concept.

Light Domain Cleric Features Overview

An adventurer travels through the Swamp Forests of Shankhabhumi in D&D Journeys Through The Radiant Citadel.
Boating Through The Swamp Forest via Wizards of the Coast. 

At the first level, your cleric will gain several interesting traits and features. Your character will acquire proficiency in medium armor as well as martial weapons to help customize youᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚr cle🍰ric outside spellcasting.

  • Bonus Cantrip

  • At the first level, your cleric will receive the Light cantrip, which will add to whatever cantrips you already have. Light is a utility cantrip designed to 🧜shed light off of an object for 30 🥃feet.

Additionally, you gain the ability to use your light to disorient your enemy, blinding them temporarily.

  • Warding Flare

  • You can use your reaction to impose a disadvantage on an attack roll against a foe within 30 feet. You can use this feature several times equal to your Wisdom modifier, and you'll regain all expended uses when you finish a long rest. If the creature is unable to be blinded, this feature does not apply!

At the second level, your Light Domain Cleric will gain the ability to wield sunlight to harm your enemies by presenting your holy symbol and using your Channel Divinity Ability: Radiance of the Dawn.

  • Radiance of the Dawn

  • As an action, any magical darkness within 30 feet of you is dispelled. Every hostile creature within that same 30 feet must make a Constitution saving throw. They will take radiant damage equal to 2d10 + your cleric level upon failing the saving throw but will take half as much damage if they succeed on the saving throw. If the creature is behind total cover, it won't be affected.

At the sixth level, you'll gain the ability Improved Flare. This ability improves Warding Flare, the feature you gain at the first level.

  • Improved Flare

  • You can use your Warding Flare to impose a disadvantage on a creature that you can see within 30 feet of you if they attack a creature other than you.

By the time you reach the eighth level, you gain the ability of Potent Spellcasting, which improves your damage output.

  • Potent Spellcasting

  • You add your Wisdom modifier to the damage you deal with any cleric cantrip.

By the time you reach the 17th level, you can activate an aura of sunlight around you to impose a disadvantage on enemies around you.

  • Corona of Light

  • You can use your action to activate an effect that lasts for 1 minute unless you dismiss it using a subsequent action. Bright light emits from you in a 60-foot radius and dim light for 30 feet past that. Hostile creatures in the bright light will have a disadvantage on saving throws against spells that deal fire or radiant damage for the duration of the effect.

Best Light Domain Cleric Species

Mount Celestia via Wizards of the Coast
Gates of Heaven by Piotr Dura

Deep gnomes and Duergar can work well as clerics in any setting, but especially for settings like the 168澳洲幸运5开奖网:Underdark, where you can use spells like Daylight to incapacitate enemies with Sunlight Sensitivity, which duergar and deep gnomes thankfully lack. Their spell lists both complement the cleric's spellcasting by padding it, and the deep gnome's Magical Resistance adds to your resilience.

As a player, you're going to want to make sure your spellcasting cleric can stay up long enough to fight and heal, so species like earth genasi also provide the cleric with defensive capabilities. It's essential to have enough spells for longer rounds of combat, and inherent casting doesn't cost a spell slot the first time you cast a spell using it, making all of these species viable options.

Bearing that in mind, eladrin provides you with Misty Step, which can help you to mobilize and get out of dangerous situations during combat. Goblin functions similarly, utilizing Nimble Escape to move around the map.

Regardless of play style, you'll stay up, and your party can rely on you to buff, heal, or fight.

Best Ability Scores For Light Domain Clerics

Waterdeep via Wizards of the Coast
Waterdeep via Wizards of the Coast

Stat

Description

Wisdom

As a cleric, Wisdom is your spellcasting modifier, and as such, it should be your highest stat. Not only does it mean you'll have a stronger will and can succeed on saving throws that the other more martial classes may fail, but in terms of damage, your modifier is supremely important.


Wisdom makes up five of the skills on your character sheet, so any positive bonus to it means you'll be more utilitarian. This is extremely appealing for groups who perform more skill checks and rely on perception and insight.

Dexterity

The Light Domain only gives you access to medium armor, making increasing your Dexterity and Armor Class, a priority.


While it may not appeal to the average cleric, increasing your Dexterity will improve skills like stealth, which is always useful outside of subterfuge and thievery.

Constitution

It's wise to put thought into your Hit Point maximum, so Constitution should usually be high on your list unless you appreciate the꧂ ri💝sk of low health during combat.

Charisma

Charisma for this build will be more superfluous except in parties that rely on higher-powered roleplay with consequences. Aside from that, the main benefit comes from filling out more skills with positive bonuses, which may work for some players.

Intelligence

Heartbreakingly, Intelligence may only end up mattering if one wants a high proficiency in rolls made with the Religion skill. While important to have access to lore at a moment's notice, it won't be useful unless those skills matter to you as a player. Not enough spells make you make Intelligence saving throws to sustain it otherwise.

Strength

Strength is more or less up to you as a player, but a🔜n optimized 💦build for a Light Domain Cleric will not require it.


That being said, this becomes more situational if you want to take feats to become proficient with heavy armor, so consider your play style carefully before assigning anything to your scores.

While Intelligence saving throws are few, some incapacitating spells like Feeblemind and Psychic Scream require them. If you're playing a campaign where you may run afoul of an Illithid, perhaps consider bumping Intelligence above Charisma for your general well-being.

A cleric with a glowing hand placed on her companion as she helps him up from Dungeons and Dragons
Lords of Waterdeep by Tony Foti

Cantrips are spells that your character can cast without the expense of a spell slot. They can be cast as many times as you like and ๊can serve your characters through small buffs, low-damage output, or utility in roleplay.

You receive the Light cantrip by choꦦosing the class, which leaves you open to take other spells.

Spell

Description

Guidance

This adds a d4 to every ability check, which allows you to potentially pass checks you may fail. It can be used fairly liberally during any scenario, making it one of the best choices for a cleric build.

Sacred Flame

Sacred Flame lets you have a source of radiant damage when you've burned through your spell slots, which cannot be overstated. Radiant damage has few creatures resistant to it, and even feᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚwer that are imm꧒une, making this cantrip extraordinarily valuable to have on hand.

Spare the Dying

For the cleric whose party members won't stop going down. Spare the Dying can be employed to stabilize a dying creature and the unlimited uses will help when a bigger spell can't be burned.

Thaumaturgy

One particularly creative way to use Thaumaturgy is to check if doors or windows are locked. This becomes a roundabout way to theoretically check them for traps from a safe distance, especially if your party is missing a rogue. While not particularly useful in combat and situational, the other numerous magical benefits are often entertaining while roleplaying and, with a lax Dungeon Master, could make for aiding you during social situations.

Spells level with your character. The higher you climb in level, the more impressive spells you can cast, and the feats or ability score improvements will become available to you.

As a cleric, you'll have access to a plethora of spells that you can cater to your character's needs. The Light Domain Cleric is a somewhat flexible subclass and lends itself well to flinging damage at your foes or creating areas of safety for your teammates through healing and bolstering them.

Because of the lack of heavy armor proficiency, it may be wise to keep yourself from taking hits, especially in close quarters. You'll have access to the entire cleric spell list, and you can switch them out every long rest.

Here are a couple of spells that you can use at the first level.

Spell

Description

Guiding Bolt

Guiding Bolt not only deals a lot of radiant damage at early levels but also lets your party gain an advantage on their next attacks. If you're going to take a damage-dealing spell, heavily consider this one.

Healing Word

Even if you choose not to gear your cleric toward healing, this spell is a useful one to have due to being one of the few ranged healing spells. A little bit of health is the difference between the death or survival of a character. The spell casts a bonus action and heals a creature of your choice. As you level, you add an additional d4 to the healing.

Protection from Evil and Good

One of the conventional spells for clerics, and for good reason. This spell protects your allies from all manner of unsavory creatures by giving the hostile creature types a disadvantage while attacking your ally. While potentially a sacrifice in combat due to the ten minutes of concentration required, it's a sacrifice well-made in your and the ally you've chosen's favor.

Command

  • Using the command 'flee' not only gives you a break from potentially taking damage but could also give your allies attacks of opportunity.
  • Other commands like 'drop' or 'grovel' could make a foe drop completely prone for a round.

Light Domain Clerics have access to several s🏅pells inherently as they level. These spells are granted to you automatically.

Level

Spells

First

Burning Hands, Faerie Fire

Third

Flaming Sphere, Scorching Ray

Fifth

Daylight, Fireball

Seventh

Guardian of Faith, Wall of Fire

Ninth

Flame Strike, Scrying

Consult with your party about what you're all expecting of one another, so you can build your spell list accordingly. Because you can change your spell list every long rest, you'll have more freedom with your build, so don't be afraid to try new combinations and see what you like.

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