Light Domain

Dawn light representing revelation and the Light Domain

The Light Domain turns revelation, radiance, vigilance and sacred fire into practical cleric powers. In modern D&D it is a full Cleric subclass; in Pathfinder 1e, Light is instead a subdomain of Sun and must be treated as such.

At a Glance

Divine SphereLight, revelation, vigilance, beauty, insight, sacred fire and the exposure of hidden things
Typical RoleRadiant area-damage caster, anti-darkness specialist and defensive support cleric
Published RulesD&D 5.5e/2024, D&D 5e/2014, and Pathfinder 1e as the Light subdomain of Sun
D&D 3.5e StatusNo official same-named Light Domain in the 3.5e SRD. Use the Sun Domain or another appropriate published domain instead.
Typical PatronsApollo, Sol Invictus, Päivätär, and other powers whose established portfolios include radiance or revelation

Edition Applicability

D&D 5e/2014 and D&D 5.5e/2024 both publish a full Light Domain subclass. Pathfinder 1e publishes Light as a Sun subdomain, replacing one Sun-domain power and only selected domain spells. D&D 3.5e has no same-named Light Domain in the SRD, so this page does not invent one.

Light Domain — D&D 5.5e / 2024

Rules status: official 2024 Player’s Handbook Cleric subclass.

2024 Light Domain Spells

Cleric 3Burning Hands, Faerie Fire, Scorching Ray, See Invisibility
Cleric 5Daylight, Fireball
Cleric 7Arcane Eye, Wall of Fire
Cleric 9Flame Strike, Scrying

Warding Flare

At 3rd level, when a creature you can see within 30 feet makes an attack roll, you can use your Reaction to impose Disadvantage before the attack hits or misses. Uses equal your Wisdom modifier, minimum once, and all uses return after a Long Rest.

Channel Divinity: Radiance of the Dawn

At 3rd level, use a Magic action and expend Channel Divinity to emit light in a 30-foot emanation. Magical darkness in the area is dispelled. Creatures you choose in the area make a Constitution save, taking 2d10 + your Cleric level radiant damage on a failure or half on a success.

Improved Warding Flare

At 6th level, Warding Flare uses return after a Short or Long Rest. Whenever you use Warding Flare, the target of the triggering attack can also gain temporary hit points equal to 2d6 + your Wisdom modifier.

Corona of Light

At 17th level, as a Magic action you emit bright light in a 60-foot radius and dim light for another 30 feet for 1 minute. Enemies in the bright light have Disadvantage on saving throws against your Radiance of the Dawn and against spells that deal Fire or Radiant damage. You can use this feature a number of times equal to your Wisdom modifier, minimum once, regaining all uses after a Long Rest.

Light Domain — D&D 5e / 2014

Rules status: official 2014 Player’s Handbook Cleric domain.

2014 Light Domain Spells

Cleric 1Burning Hands, Faerie Fire
Cleric 3Flaming Sphere, Scorching Ray
Cleric 5Daylight, Fireball
Cleric 7Guardian of Faith, Wall of Fire
Cleric 9Flame Strike, Scrying

Bonus Cantrip

At 1st level, you learn the Light cantrip if you do not already know it, without counting it against your Cleric cantrips known.

Warding Flare

At 1st level, when a creature you can see within 30 feet attacks you, use your Reaction to impose Disadvantage before the attack hits or misses. Uses equal your Wisdom modifier, minimum once, and return after a Long Rest. In the 2014 version, a creature that cannot be blinded is immune to this feature.

Channel Divinity: Radiance of the Dawn

At 2nd level, use Channel Divinity to dispel magical darkness within 30 feet and force hostile creatures in the area to make a Constitution save, taking 2d10 + your Cleric level radiant damage on a failure or half on a success.

Improved Flare

At 6th level, you can use Warding Flare to protect another creature you can see within 30 feet, not just yourself.

Potent Spellcasting

At 8th level, add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Corona of Light

At 17th level, use an action to create bright light in a 60-foot radius and dim light for another 30 feet for 1 minute. Enemies in the bright light have Disadvantage on saving throws against your spells that deal Fire or Radiant damage.

Light Subdomain — Pathfinder 1e

Rules status: published Pathfinder 1e Advanced Player’s Guide subdomain of the Sun Domain. It is not a standalone Pathfinder domain.

Associated Domain

Light modifies the Sun Domain. A Cleric using this subdomain keeps the Sun Domain structure except where the subdomain explicitly replaces a power or spell.

Blinding Flash

This replacement power replaces Sun’s Blessing. As a standard action, emit a 20-foot flash of light. Creatures in the area with fewer Hit Dice than your Cleric level are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in the area are dazzled for a number of rounds equal to half your Cleric level, minimum 1. Uses per day equal 3 + your Wisdom modifier.

Replacement Domain Spells

1stFaerie Fire replaces the Sun Domain’s 1st-level domain spell
3rdDaylight replaces the Sun Domain’s 3rd-level domain spell

All other domain powers and domain-spell levels remain those of the base Sun Domain unless another rule changes them. The legacy page’s former nine-spell “Light” list incorrectly treated the subdomain as a complete standalone spell progression.

How the Light Domain Plays

Modern Light clerics combine area damage with defensive reactions and revelation magic. The 2024 version improves Warding Flare dramatically by letting it protect any visible target from the start and later adding temporary hit points. Pathfinder Light is different: it is a specialised Sun-domain option centred on a blinding flash rather than a complete modern-style subclass.

Who Grants the Light Domain?

Apollo, Sol Invictus and Päivätär support different expressions of sacred light where their established deity pages justify it. Light may mean truth, beauty, vigilance, solar power, inspiration or the exposure of deception; those ideas should remain culturally distinct.

Priests, Temples and Rites

Light-domain clergy keep lamps and signal fires, expose hidden corruption, guard roads and towers, mark seasonal light, sponsor arts of illumination and serve as witnesses where secrecy itself is dangerous. Their temples may be observatories, sun courts, beacon towers or halls designed to flood important rites with daylight.

What Are Light Priests Doing Now?

Light priests are investigating unnatural darkness, protecting communities from creatures that hunt by night, exposing forged visions, maintaining beacon networks, recovering stolen solar relics and confronting cults that use concealment and false revelation as weapons.

Related Domains and Character Options

Rules Sources and Licensing

  • D&D 5.5e / 2024: official Light Domain from the 2024 Player’s Handbook; the revised spell list and features are summarised for table use.
  • D&D 5e / 2014: official Light Domain from the 2014 Player’s Handbook.
  • Pathfinder 1e: Light is a Sun subdomain from the Advanced Player’s Guide; only Blinding Flash plus the listed 1st- and 3rd-level replacement spells belong specifically to the Light subdomain.
  • D&D 3.5e: no same-named Light Domain is present in the 3.5e SRD.
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