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Sun Priest

Class

Whether it’s the first hopeful rays of sunrise, the roar of flame in darkness, or the gentle glow of a candle, sun priests wield and worship the power that illuminates and warms the world. 

While sun priests are bound by this common archetype, their intentions, methods of worship, and philosophies differ greatly. Some may see the light as symbolic, choosing to add warmth and light to the world with joyful acts, feasts, and fun, while others choose to illuminate new knowledge and discoveries, enlightening minds and changing the world. Still more revere the homely hearthfire or cherish the cleansing properties of a white-hot flame.


Sun Priest Spells

1 burning hands , faerie fire

3 continual flame , scorching ray

5 darklight , fireball

7 fire shield , wall of fire

9 creation , wall of force


1st LevelFavored Illumination

Starting at 1st level when you choose this archetype, you learn the dancing lights , light , or produce flame cantrip. This does not count against your number of known cantrips.


1st LevelFlash Fight

Also at 1st level, you learn that light is everything on the battlefield. You can use an action to touch a hostile creature within your reach, gently illuminating it with your divine will and granting advantage on attacks made against it before the start of your next turn. 

Alternatively, you can use an action to touch an ally within reach, surrounding them with a coruscating shimmer of bright light. Until the start of your next turn, creatures have disadvantage on attack rolls against the touched ally. 

Once you have used this feature a number of times equal to your Wisdom modifier, you cannot do so again until you finish a long rest .


Level 2Channel Divinity: Radiant Burst

Starting at 2nd level, you can use an action to clutch your holy symbol and emit a bright blast. In addition to dispelling any magical darkness within 30 feet, enemy creatures within 30 feet make a Constitution saving throw or are blinded by the light for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Alternatively, you can choose to make the light more harmful. On a failed saving throw a creature takes radiant damage equal to 2d10 + your cleric level, or half damage on a success. 


6th LevelFierce Flash

Beginning at 6th level, you can use Flash Fight on creatures within 30 feet of you in addition to creatures you can touch.


8th LevelHarness the Flame

Starting at 8th level, when you deal damage with a cleric cantrip or a weapon, add fire or radiant damage equal to your Wisdom modifier. You must choose the damage type at the beginning of each long rest, and may not change it until you have completed another long rest .


17th LevelChannel Divinity: Summon the Stars

At 17th level, you are able to manipulate the burning brilliance of the stars themselves. Choose an object or creature within 60 feet. For 1 minute the target emits bright light in a 60-foot radius and dim light for an additional 30 feet. When a creature starts its turn within 30 feet of the target or first enters into a space within 30 feet of the target on its turn, it makes a Constitution saving throw or becomes blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

The first time this feature is used per long rest , any creature within 30 feet of the target takes 12d6 radiant damage on a failed save, or half damage on a success. Magical auras within the light’s radius become visible for 1 hour, shedding dim light in a 5-foot radius for 1 hour. An invisible creature that fails its saving throw against the radiant damage is also revealed and it sheds dim light in a 5-foot radius for 1 hour.