Developer's Guide to the Light Domain

July 13, 2026

The Development Process

The Light Domain represented an identity crisis to me at first. I knew I wanted it to be about light, but I didn't know what it should do with light. Since many people would compare it to the 5e version, I started there. It's a blaster, but it isn't about light, as I'll argue below. For reference, here's a summary of the 5e Light Domain cleric's features.

5e Light Domain in a Nutshell

  • (1st level) Warding Flare: Wis/LR, when a creature within 30 feet attacks you, use a reaction to effectively blind it for that attack.
  • (1st level) Bonus Cantrip: light
  • (1st level) Domain Spells: burning hands, faerie fire
  • (2nd level) Channel Divinity: Radiance of the Dawn: action to make 30-foot burst of light, dispelling magical darkness and dealing 2d10+cleric level radiant damage to enemies on a failed Con save.
  • (3rd level) Domain Spells: flaming sphere, scorching ray
  • (5th level) Domain Spells: daylight, fireball
  • (6th level) Improved Flare: can use Warding Flare to protect allies, too.
  • (7th level) Domain Spells: guardian of faith, wall of fire
  • (8th level) Potent Spellcasting: add Wis to cleric cantrip damage.
  • (9th level) Domain Spells: flame strike, scrying
  • (17th level) Corona of Light: action to shed light for up to 1 minute. Enemies in the bright light have disadvantage on saves against spells that deal fire or radiant damage.
In 5e, each cleric subclass is defined by 4 features, domain spells, and some cookie-cutter features related to spellcasting or martial combat. The 5e Light Domain effectively has one less feature, since the 6th-level feature is a direct upgrade to the 1st-level feature. Of the three subclass-defining features, Warding Flare is protective, the Radiance of the Dawn is a blast attack, and Corona of Light improves blast attacks in a supportive role.
The light domain is a spellcasting-oriented subclass (having Bonus Cantrip and Potent Spellcasting), and a lot of its power budget is allocated to its domain spells. It's full of fire and blast attacks: burning hands, flaming sphere, scorching ray, wall of fire, flame strike, and above all, fireball. Guardian of faith is the only one spell that deals pure radiant damage. It's probably included to approximate a damage-dealing region of light. Of the remaining four spells, light and daylight are no surprise. Scrying is a nice pick, evoking the feeling that light reaches everywhere and "sees" everything. The last spell, faerie fire, gives the same kind of support as Corona of Light and has a nice anti-invisibility effect.
The domain's only Channel Divinity and most of its domain spells indicate that its primary role is "blaster," and its other two features suggest a secondary role of mixed support (offensive and defensive). The best way to glean a subclass's intended role is to look at the synergies between its features. I only see one notable self-synergy: Corona of Light benefits most of the domain blast spells. (Awkwardly, Corona of Light doesn't synergize with Radiance of the Dawn, only because the latter isn't a spell.) 5e Light Domain cleric is a blaster.
My impression is that the 5e Light Domain is popular. It's certainly powerful—fireball alone does that. It's also extremely simple, having zero self-synergies until 17th level. That's perhaps too simple, but its worst crime is ruining the light aesthetic with so many fire spells. In my opinion, 5e Light Domain cleric fails to be about light. I refused to design a light cleric that includes fireball, and that entailed a reevaluation of the entire subclass.
It's easy to make a subclass that can illuminate. 5e Light Domain gets light and daylight, its Channel Divinity has a darkness-dispelling ribbon effect, and its capstone feature is a light-shedding aura. But not counting the 17th-level capstone, 5e light clerics have no special reason to make light. Daylight is an important domain spell, because it ensures that light clerics have it prepared in case of emergency, but it's not generally useful. Illumination seemed too weak to feature anywhere other than ribbon effects.
Light has innumerable other applications, including visual illusions, invisibility, and plant growth. It might have been cute to give the light cleric silent image, invisibility, or—well—plant growth. However, I thought it was more important to focus on light's mythological symbolism than on tricks that a light-controlling god might technically be able to pull off. Thus began the identity crisis: how can the light cleric be about light, but not do what light does?
Light has some major symbolic meanings in mythology. The word "enlightenment" speaks for itself, but knowledge as a core theme would be too symbolic. Light is also well-known for purging darkness or, similarly, holding darkness at bay. "Darkness" itself can symbolize evil, so light transitively symbolizes purging or defending against evil. That's two valid roles right there: blasting (like the original 5e version) and defending (which the original dabbled in). This line of thinking has reinvented the wheel, apparently.
I wasn't happy with the wheel, though. Offense and defense, blasting and defensive support, had equal claims on the light domain. (The wheel was too round, if you will.) Wizards of the Coast chose blasting and sidelined defense (and then forgot that they were designing a light domain cleric, not a pyromaniac). That choice was arbitrary, though, and with nothing to break the symmetry, I wanted to represent both aspects of light equally. But it's hard to have two primary roles, if for no other reason than it's hard to have two "first features" that define the subclass. I was stuck with this dilemma for a long time.
It took a few conversations with others to make me realize that I should take light's most basic purpose, illumination, more seriously. It helped to de-tautologize "light illuminates" to "light reveals what's there." That framing led to the 2nd-level Channel Divinity's anti-illusion effect, put disillusion on the spell list (revealing light was already there), relates to the 10th-level feature, and underpins the 18th-level Channel Divinity's dispelling effect. At the end of the day, the 2D light cleric's features are a mix of utility, offense, and defense, but the spirit of the subclass is intended to be in utility, like light itself. Here's a summary of the first version of the 2D Light Domain:

2D Light Domain in a Nutshell

  • (1st level) Brilliant Flames: cleric spells can deal radiant damage instead of fire damage.
  • (1st level) Light Domain Spells: light, burning hands, faerie fire
  • (2nd level) Channel Divinity: Illuming Beacon: 2 AP to deal radiant damage to enemies in a cylinder, and the light persists for a round, suppressing darkness and illusions.
  • (3rd level) Blessed Light: light from cleric spells and Channel Divinities gives bless to creatures it touches for a limited time.
  • (3rd level) Light Domain Spells: mote, scorching ray
  • (5th level) Light Domain Spells: daylight, disillusion
  • (6th level) Blinding Radiance: Wis/LR, make a saving throw vs. radiant damage also blind for 1 round.
  • (7th level) Light Domain Spells: lens of distortion, revealing light
  • (9th level) Light Domain Spells: dawn, wall of light
  • (10th level) Sun's Vigil: see anything your light touches.
  • (14th level) Flare Divinity: 1/LR, increase Illuming Beacon's area and duration.
  • (18th level) Channel Divinity: Radiant Scourge: 3 AP to dispel creatures you can see, and either damage them or give them greater restoration.
For notes on gameplay and synergies, see the guide below. This section is dedicated to what playing the subclass is supposed to feel like.
The first non-ribbon, non-spell feature is the 2nd-level Channel Divinity, Illuming Beacon. It deals less damage than 5e's Radiance of the Dawn (1d6 + cleric level vs. 2d10 + cleric level), and its area is much smaller (5 ft. cylinder vs. 30 ft. burst). Both can target enemies only, and both have an anti-magical-darkness effect. Illuming Beacon's main claim to fame is that it suppresses all illusions in its area. That might sound niche, but my hope is that it will be a hammer in search of nails. I want every light cleric to be in the mindset of rooting out illusions and revealing the truth.
From the start, I wanted light clerics to make light, and I quickly settled on Blessed Light as the way to do that. It gives light and especially daylight combat uses, and generally makes illumination relevant for the light cleric. It sounds silly, but I reduced faerie fire's light emission from 10 feet to 5 feet to nerf its synergy with Blessed Light. Blessed Light's interaction with cantrips is admittedly awkward. My earliest iteration lacked a duration limit, but the existence of light breaks that. It could have not worked on cantrips, but that would have ruled out glint. The current version is a brute force solution: it lasts 1 round for cantrips, and 1 hour otherwise.
It's important to introduce core features at early levels. The earlier the level, the more time a player spends with that feature, and the more it can define the subclass. This version of the Light Domain attempts to establish the two most important things about itself by level 3: it is a truth-revealing blaster–defender hybrid, and it uses light to do these things.
The 6th-level feature, Blinding Radiance, has at least four things going for it: it allows light clerics to blind; it counterbalances the defense-heavy early features with some offense; it augments saving-throw-based effects (e.g. sacred flame) and not attack-based effects (e.g. glint) that benefit from lens of distortion; and it's an active ability that doesn't compete for action points. As a bonus, it's also similar to 5e's Warding Flare. Despite all that, Blinding Radiance is my least favorite feature. This isn't my favorite feature because blinding people is contrary to the light domain's ethos, and it's a little bland besides.
Sun's Vigil might be my favorite feature. It's a more direct implementation of "see everything" than 5e's scrying domain spell. It might be confusingly worded, and I have no idea if it's broken. I don't really care if it's broken, though, because it's a utility effect. I added second sun specifically for this feature to abuse.
Flare Divinity is another feature that I think could be better, but it does some good things. I wanted a 1/LR effect to complement the earlier Wis/LR and passive abilities, but I didn't want it to be a Channel Divinity candidate. I also wanted to upgrade a lower-level feature to reduce the number of features a player has to be aware of. Flare Divinity definitely has no business being a Channel Divinity, and it's kind of an upgrade to Illuming Beacon. I like that it enhances the cleric's anti-illusion effect by increasing the search volume of Illuming Beacon. It also used to grant shield of faith, but I dropped that to simplify it. The concentration might not be warranted anymore. This feature is the most likely to change.
I struggled with the capstone Channel Divinity, Radiant Scourge, more than any other feature. At first, I could only think of abilities that involved activating a minute-long effect, similar to Corona of Light. They all made light and gave some other benefit, like allowing the cleric to teleport around within the light. I never liked the idea of a non-instantaneous Channel Divinity, though, so I next considered big damaging blasts. But that's boring. Big light area and big radiant blast are already achievable via spells, anyways (although I did salvage the teleportation idea with investiture of light). The breakthrough concept was to just target 3 arbitrary creatures. I particularly like Radiant Scourge's dispel effect and its interaction with Sun's Vigil.

Template Character

If you want to make a light domain cleric quickly, use this guide. Each character level has a full list of recommended spells. Other character choices, such as feats, race, equipment, skills, and ability scores other than Wisdom, aren't included.

Work in Progress

This is an untested first draft, and is subject to change.

Level 1

  • New Features: Spellcasting, Novitiate Training: Theurge, Brilliant Flames, Domain Spells
  • Assumed Wisdom: 3
  • Recommended cleric spells:
    • Cantrips: light (domain); glint, resistance, guidance (Theurge)
    • 1st level: burning hands (domain), faerie fire (domain); cure wounds, healing word, inflict wounds, trumpet of glory
The Light Domain's features benefit spells much more than weapon attacks, so Theurge is a better choice than Crusader for Novitiate Training. Being able to detect illusions with ritual-casted detect magic is also nice. Faerie fire in the domain spells has anti-synergy with the advantage given by holy might and guiding bolt, but works great with glint and inflict wounds. Resistance will stack later with Blessed Light, and the two can serve as a poor man's spare the dying which is otherwise excellent. The Novitiate Training: Theurge cantrip is really a free pick. I put guidance, since sacred flame is partially redundant with glint. Trumpet of glory covers burst-AOE, but could be swapped for something else if you take word of radiance. No cleric should go without at least one of cure wounds and healing word. The former provides great single-target healing, while the latter provides healing at range and lets you do something else on the turn you use it.

Level 2

  • New Features: Channel Divinity, Illuming Beacon
  • Assumed Wisdom: 3
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance
    • 1st level: burning hands, faerie fire; cure wounds, command (new), healing word, inflict wounds, trumpet of glory
Command is a nice pick that doesn't require concentration, so you can keep faerie fire up. Sanctuary is also good. If you don't mind another concentration spell, consider bane, bless, or shield of faith (but make sure to drop bless next level, since it doesn't stack with Blessed Light). If you want a thematic spell, choose aura of clarity.

Level 3

  • New Features: Blessed Light
  • Assumed Wisdom: 3
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt (new), trumpet of glory
    • 2nd level: mote (domain), scorching ray (domain); enhance ability (new), vital flow (new)
Other good second-level spells include invigorating burst and hold person. I dropped healing word, since vital flow (or invigorating burst) can cover both its "ranged healing" and "do something else" niches. I also swapped inflict wounds for guiding bolt now that mote competes with faerie fire for concentration.

Level 4

  • New Features: —
  • Assumed Wisdom: 4
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, sacred flame (new)
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, sanctuary (new), trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind (new), vital flow
If you don't pick up sacred flame here, you should swap something for it by 6th level. Sanctuary can combine with the temporary hit points of sacred flame to double-protect an ally in need. Restore mind helps shore up the spell list's restorative power. (Restore body is of comparable power, but restore mind fits the vibe better.)

Level 5

  • New Features: Blessed Strikes: radiant
  • Assumed Wisdom: 4
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind
    • 3rd level: daylight (domain), disillusion (domain); astral flare (new), mass healing word (new), revivify (new)
There are many good 3rd-level spells: recall ally is another great instantaneous effects, and aura of retribution, aura of shielding, and thundering condemnation are decent concentration effects. Also note that argent blessing, though still niche, is extra good for you because it benefits from Blessed Light. I swapped sanctuary for mass healing word to get multi-target healing that also can combine with sacred flame. With ranged and minor action healing back, I upgraded vital flow to astral flare, which is the only 3rd-level offensive spell I include. Neither 3rd-level domain spell is offensive, which makes astral flare even more important. Daylight has a legitimate use of creating big concentration-free Blessed Light. Disillusion aligns with the subclass's ethos, and the light cleric can't get it otherwise, but it's admittedly more niche.

Level 6

  • New Features: Blinding Radiance
  • Assumed Wisdom: 4
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, prayer of healing (new), restore mind
    • 3rd level: daylight, disillusion; astral flare, mass healing word, revivify
If you don't have a cleric cantrip that can deal radiant damage on a failed save by now, you should consider swapping for one in order to apply Blinding Radiance. Other spells that benefit from Blinding Radiance include burning hands, guiding bolt, mote, vital flow, and astral flare. Scorching ray covers the 2nd-level damage spell, so I took the opportunity to add prayer of healing.

Level 7

  • New Features: —
  • Assumed Wisdom: 4
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind
    • 3rd level: daylight, disillusion; astral flare, mass healing word, revivify
    • 4th level: lens of distortion (domain), revealing light (domain); potency (new), purging flames (new)
The cleric's pool of 4th-level spells is even better than its 3rd-level spells, but there's a huge opportunity cost to using your only 4th-level spell slot. Purging flames compresses the roles of restore mind, mass healing word, and trumpet of glory, plus it works with Brilliant Flames and Blinding Radiance. However, since you can only cast it once per day, I suggest retaining all of those spells for now, especially trumpet of glory for spammable AOE (unless you also have word of radiance). Potency doesn't synergize with anything in particular, it's just strong. Other good spells include demonic wings, which works with Brilliant Flames and Blinding Radiance; angelic wings, which stacks its pseudo-bless with your Blessed Light; and supernal lance, which would be your best damaging option. I don't recommend radiant armor or death ward yet; your 4th-level spell slot is better spent on other things.

Level 8

  • New Features: —
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind
    • 3rd level: daylight, disillusion; astral flare, recall ally (new), revivify
    • 4th level: lens of distortion, revealing light; angelic wings (new), potency, purging flames, supernal lance (new)
With two 4th-level spell slots, you can throw a supernal lance through a lens of distortion—a beautiful thing, if you can set it up. If none of your party members are good at control, you might be better off with another option. I also add recall ally and angelic wings for some fun and marginal utility (although if you get hit a lot in combat, demonic wings is probably better for you). Recall ally and purging flames together can cover ranged and AOE healing, justifying dropping mass healing word.

Level 9

  • New Features: —
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind
    • 3rd level: daylight, disillusion; astral flare, recall ally, revivify
    • 4th level: lens of distortion, revealing light; potency, purging flames, supernal lance
    • 5th level: dawn (domain), wall of light (domain); lucidity (new)
The 5th-level spells aren't as compelling. If you have a spellcaster ally, lucidity might enable some shenanigans. Otherwise, mass cure wounds is probably the next best 5th-level-option.

Level 10

  • New Features: Sun's Vigil
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might (new), sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind, vital flow (new)
    • 3rd level: daylight, disillusion; astral flare, recall ally, revivify
    • 4th level: lens of distortion, revealing light; angelic wings, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity
Flame strike might be good to have a 5th-level instantaneous attack, but it's redundant with purging flames and supernal lance. I prefer to bring back vital flow, which is pretty spammable by now. Holy might is just a good cantrip. Your new feature, Sun's Vigil, interacts with some of your lower-level effects in useful ways:
  • Track an escaping enemy's location with faerie fire.
  • Cast light on a container to see inside it, or on a token object for another creature to carry.
  • Use Illuming Beacon to illuminate the interior of a chest, room, or enemy backpack.
  • Use mote like an arcane eye.

Level 11

  • New Features: —
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, recall ally, revivify
    • 4th level: lens of distortion, revealing light; angelic wings, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity
    • 6th level: heal (new)
Other on-point 6th-level spells include investiture of light, sunbeam, and true seeing. I chose heal because it's always good and doesn't compete for concentration.

Level 12

  • New Features: a second Channel Divinity per rest
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, recall ally, revivify
    • 4th level: lens of distortion, revealing light; angelic wings, death ward (new), potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity
    • 6th level: heal
It's definitely good to have death ward by now, since you have the spell slots for it and you're increasingly at risk of instant-perma-death effects.

Level 13

  • New Features: —
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, recall ally, revivify
    • 4th level: lens of distortion, revealing light; angelic wings, death ward, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity
    • 6th level: heal
    • 7th level: etherealness (new)
Honestly, there aren't any standout 7th-level cleric spells. Fire storm is one of the biggest instantaneous AOE damage effect you can get, and it works with Brilliant Flames and Blinding Radiance. Plane shift and regenerate are worth knowing about (for a fun trick, pretend to be invincible with regenerate plus lucidity). I chose etherealness for its utility, plus it has some combat application.

Level 14

  • New Features: Flare Divinity
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, recall ally, revivify
    • 4th level: lens of distortion, revealing light; angelic wings, arcane embargo (new), death ward, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity
    • 6th level: heal
    • 7th level: etherealness
Flare Divinity adds some distant AOE damage, which is nice, although it does require concentration. I add arcane embargo for a powerful anti-mage effect that can be spammed against a boss, upcast to target multiple creatures, or used safely against a willing prisoner.

Level 15

  • New Features: —
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, recall ally, revivify
    • 4th level: lens of distortion, revealing light; angelic wings, arcane embargo, death ward, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity
    • 6th level: heal
    • 7th level: etherealness
    • 8th level: second sun (new)
If you've ever wanted to see (or bless) an entire country at once, second sun is for you. Godbolt and sunburst are also good, although sunburst's damage is comparable to an 8th-level astral flare.

Level 16

  • New Features: —
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, recall ally, revivify
    • 4th level: lens of distortion, revealing light; angelic wings, arcane embargo, death ward, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity
    • 6th level: heal
    • 7th level: etherealness
    • 8th level: godbolt (new), second sun
I also considered cleansing winds and tears of the faithless.

Level 17

  • New Features: —
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, recall ally, revivify
    • 4th level: lens of distortion, revealing light; angelic wings, arcane embargo, death ward, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity
    • 6th level: heal
    • 7th level: etherealness
    • 8th level: godbolt, second sun
    • 9th level: mass heal (new)
Power word heal is great, but mass heal is basically a full heal for the entire party. Also note that godbolt scales very well to 9th level, and it's a great way to smite a miscreant that you spot with second sun.

Level 18

  • New Features: Radiant Scourge
  • Assumed Wisdom: 5
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, cleansing winds (new), recall ally
    • 4th level: lens of distortion, revealing light; angelic wings, arcane embargo, death ward, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity, mass revivify (new)
    • 6th level: heal
    • 7th level: etherealness
    • 8th level: godbolt, second sun
    • 9th level: mass heal
You have enough spell slots that mass revivify is pretty much an upgrade to revivify, particularly for the range. I also finally added cleansing winds for the control effect. Radiant Scourge is a damaging dispel with a powerful status-healing effect, but be warned that the dispel isn't optional. It's intended to synergize with second sun.

Level 19

  • New Features: —
  • Assumed Wisdom: 6
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, invigorating burst (new), restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, cleansing winds, recall ally
    • 4th level: lens of distortion, revealing light; angelic wings, arcane embargo, death ward, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity, mass revivify
    • 6th level: heal, tears of the faithless (new)
    • 7th level: etherealness
    • 8th level: godbolt, second sun
    • 9th level: mass heal
You just got another 6th-level spell slot plus two new spells to choose, so I suggest tears of the faithless for the minion-killing AOE debuff. Invigorating burst isn't for any particular reason, either.

Level 20

  • New Features: Divine Intervention
  • Assumed Wisdom: 6
  • Recommended cleric spells:
    • Cantrips: light; glint, resistance, guidance, holy might, sacred flame
    • 1st level: burning hands, faerie fire; cure wounds, command, guiding bolt, trumpet of glory
    • 2nd level: mote, scorching ray; enhance ability, invigorating burst, restore mind, vital flow
    • 3rd level: daylight, disillusion; astral flare, cleansing winds, recall ally
    • 4th level: lens of distortion, revealing light; arcane embargo, death ward, demonic wings, potency, purging flames, supernal lance
    • 5th level: dawn, wall of light; lucidity, mass revivify
    • 6th level: heal, investiture of light (new), tears of the faithless
    • 7th level: etherealness
    • 8th level: godbolt, second sun
    • 9th level: mass heal
With Divine Intervention, you can cast any cleric spell you want. For a spell, I finally add investiture of light. There are probably better options, but it would feel wrong to not include it.
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