Dawnbringer Cleric

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.

Dawnbringer Cleric Features By Level

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Light Bender
1st Level Feature

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).

Nourishing Flames
3rd Level Feature
Once per turn, when you cast a spell that deals radiant or fire damage and expend a spell slot, you regain hit points equal to the slot’s level + your Charisma modifier.
Radiant Conduit
6th Level Feature
You learn the Fireball spell. It counts as a Cleric spell for you and does not count against the number of spells you know.

Your connection to the Celestial allows you to serve as a conduit for radiant energy. You gain resistance to radiant damage. Additionally, when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one damage roll of that spell against one target.
Favored By The Gods
10th Level Feature
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Searing Vengeance
14th Level Feature
When you would be required to make a death saving throw at the start of your turn, you can instead rise in a flash of divine radiance. You regain hit points equal to half your hit point maximum and may immediately stand up without expending movement.

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.

Aura of Eminence
19th Level Feature
You can cast the Light cantrip with a range of 60 feet, instead of its normal range of touch.

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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