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Dark and light gamepedia
Dark and light gamepedia












Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. A creature that has total cover from you is not affected. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.Īs an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. You regain all expended uses when you finish a long rest. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). An attacker that can't be blinded is immune to this feature. 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. Warding FlareĪlso at 1st level, you can interpose divine light between yourself and an attacking enemy. This cantrip doesn’t count against the number of cleric cantrips you know. When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. Source: Player's Handbook Light Domain Spells














Dark and light gamepedia