Dawnbringer Clerics wield the divine brilliance of light as both weapon and shield. With fire and radiance, they sear the wicked, expose the hidden, and protect the faithful beneath halos of holy flame. Their magic is relentless and luminous—blinding foes, bolstering allies, and burning through darkness wherever it hides.
As a Dawnbringer, you command spells that heal and harm in equal measure. You call down radiant fire, shrug off shadowy charms, and surround your companions in protective light. Each turn of the tide brings new illumination—your fire restores life, your aura grants courage, and your presence alone can drive back fear.
To walk as a Dawnbringer is to be the morning sun: fierce, warm, and impossible to ignore.
You learn the Light and Fire Bolt cantrips. These count as Cleric cantrips for you but do not count against your number of cantrips known.
In addition, when you cast Light, the object glows with an aura of bright light visible up to 30 feet even in magical darkness. When you cast Fire Bolt, it deals radiant damage instead of fire damage (your choice when cast).
Each creature of your choice within 30 feet must succeed on a Constitution saving throw against your spell save DC or take radiant damage equal to 2d8 + your Charisma modifier and be blinded until the start of their next turn.
Once you use this feature, you can’t do so again until you finish a long rest.
When an allied creature starts its turn within the bright light created by this spell, it is immune to the charmed and frightened conditions while it remains in the light, and it can gain temporary hit points equal to 1d6 + your Cleric level.
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