Dawnbringer Domain (5e Subclass)
From D&D Wiki
In times of darkness, hope is a scarce resource, and . A brilliant light cuts through--a weapon appears in the hands of those deemed worthy to fight back the darkness. Armed with the sun's power itself, these blessed few empower themselves and their allies, serving as bulwarks against the encroaching darkness. Scattered and few, the Dawnbringers' sole duty is to fight to ensure the sun continues to rise.
- Dawnbringer Spells
1st Level: Heroism, Searing Smite 3rd Level: Branding Smite, Flame Blade 5th Level: Crusader's Mantle, Daylight 7th Level: Death Ward, Staggering Smite 9th Level: Holy Weapon, Destructive Wave
- Bonus Proficiencies
At first level, you gain Proficiencies in Heavy Armor and Martial Weapons
- Warrior of the Sun
Upon choosing this Domain at Level 1, and each time you gain a level in this class, your hit point maximum increases by 1.
- Channel Divinity Weapons of Light
Starting at 2nd Level, you may conjure any martial or simple weapon out of pure light. It deals the same damage as that martial weapon, but deals radiant damage, regardless of the weapon's original damage die.
- Righteous Avenger
Beginning at 6th level, you can harness the speed of light to aid your allies in combat. As an action, you may target one ally you can see within 30 ft. of you that has at least one hostile creature within 5 ft. of it to teleport within 5 ft. of that ally in a blur of light and make a weapon attack against the hostile creature. Once you use this ability, you cannot use it again until after a short or long rest.
- Grossly Incandescent
At 8th Level, once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th Level, the damage increases to 2d8.
- Rise Like Dawn
At 17th level, you may use one action to bless one creature you can touch to rise again as the sun does. If the target creature would make a death saving throw in the next 24 hours, it instead rises again in a blinding flash. Creatures of its choice within 30 ft. of it take damage equal 4d6+your Wisdom modifier radiant damage, and are blinded for one round. Once you use this feature, you cannot use it again until after you finish a long rest.