Sun Domain

You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.Or maybe you're just blinded because you looked at it for a long time.

Granted Powers

Fury of the Sun (Su): Whenever you channel positive energy to do harm, add your cleric level to the damage dealt. Any creatures in the area that are sensitive to sunlight are treated as though they were exposed to sunlight for 1 round.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—fear the sun, 3rd—searing light, 4th—wandering star motes, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Subdomains

Subdomains replace certain elements of their parent domain. You may choose one subdomain when selecting a given domain.

Light

Replacement Power: The following granted power replaces the sun’s blessing power of the Sun domain.

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Replacement Domain Spells: 1st—faerie fire, 3rd—daylight, 5thwall of light.

Thirst

Replacement Power: The following granted power replaces the fury of the sun power and alters the nimbus of light power of the Sun domain.

Wilting Glare (Su): As a standard action, you can leach moisture and vitality from a living, corporeal creature you can see within 30 feet. The target takes an amount of nonlethal damage equal to 1d6 + 1 for every 2 cleric levels you have and becomes fatigued until the beginning of your next turn (Fort negates). Plant creatures and those with the aquatic or water subtype instead take lethal damage from this ability, and they are fatigued for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Withering Nimbus (Su): This ability functions as the nimbus of light domain ability, but it damages plants and creatures with the aquatic or water subtype, not undead.

Replacement Domain Spells: 3rd—cup of dust, 6th—sirocco, 9th—horrid wilting.