dawnstar
Even in the most primal of religions, ‘light’ is a central pillar in the daily life. Thus, any pious divinity that provides a light in the dark will find a following in almost any society.
Dawnstars are Clerics that are guides in the daily life of civilization, they are the typical priestly followers of a divine entity that gives direction and preaches gospel. Being a Dawnstar doesn’t automatically mean that they follow a light centric deity, rather it is the guidance they provide that defines them, becoming a source of comfort or direction for their flock.
Focus Spells
You have a list of spells that you always have prepared and doesn't count against your total number of prepared spells, these spells are the following:
| Cleric Level | Spells |
|---|---|
| 1st | Faerie Fire, Guiding Bolt |
| 3rd | Augury, Scorching Ray |
| 5th | Daylight, Glitterdust |
| 7th | Guardian of Faith, Wall of Fire |
| 9th | Dawn, Scrying |
Bonus Cantrip
You gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Warding Flare
You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be Blinded is immune to this feature.
Radiance of Dawn
You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled.
Blinding Radiance
Your Warding Flare feature can also be used on a creature that you can see within 30 feet of you when it attacks a creature other than you.
Piercing Luminance
Whenever you use a Cleric spell that deals holy or fire damage, you can add your Wisdom modifier to the damage roll.
Corona of Light
You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that.
Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or holy damage.