Sun Domain

As their name implies, the defining feature of every star system is its star, and while this celestial body’s name changes from system to system, the term “sun” is generally understood to mean the star or stars around which all other celestial bodies in the system orbit. You worship a deity who embodies the life-giving properties of the sun, be it your system’s sun, another system’s sun, or all suns across the known universe. At the heart of each of these glorious stars is a hidden portal to a life-giving plane, your stand staunchly opposed to undeath and brandish the sun’s fiery might against them.

Channel Divinity: When you channel divinity to heal, you heal all living creatures. When you channel to harm, you deal fire damage to all creatures. Undead creatures instead take half fire damage, half positive energy damage.

Domain Powers: Clerics with the sun domain gain the following domain powers at the indicated levels.

Sun’s Wrath (Su): At 1st level, whenever you channel divinity to harm, undead creatures take additional damage equal to your cleric level. Additionally, undead creatures do not add their channel resistance to saving throws against your channel divinity.

Stellar Attunement (Su): At 5th level, you can attune yourself to the cosmic ebbs and flows of the stars. This functions as the solarion’s stellar mode class feature, using your cleric level –4 as your effective solarion level. Your effective solarian level stacks with any solarian levels you possess for the purpose of determining the effects of your stellar mode class feature, as well as any stellar revelations you possess. In addition, you can choose solarian photon stellar revelations in place of devotions any time that you gain a new devotion. Your effective solarian level when determining if you meet a stellar revelation’s minimum level, as well as for the purpose of determining those revelation’s effects, is equal to your cleric level –4. You take no penalties for having more photon revelations than graviton revelations.

Nimbus of Light (Su): At 9th level, you can spend 1 Resolve Points as a standard action to emit a 30-foot nimbus of light for a number of rounds equal to your cleric level. This acts as a daylight spell. In addition, undead creatures that start their turn within this radius take positive damage each round equal to your cleric level. 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.

Zenith Revelation: At 13th level, you gain two zenith revelations, functioning as the solarian’s zenith revelation class feature. Your effective solarian level when determining if you meet a zenith revelation’s minimum level, as well as for the purpose of determining those revelation’s effects, is equal to your cleric level –4.

Solar Fire (Su): At 17th level, whenever you channel divinity to harm, fire damage done by your channel divinity treats all affected creatures as if any fire resistance they possess were 10 less (minimum 0). If an affected creature is immune to fire, it still takes half fire damage from the channel (or no damage on a successful Will save). In addition, creatures that fail their Will save against your channel divinity are afflicted with radiation (as the poison, see the radiation section of Chapter 11 of the Starfinder Core Rulebook). Nonmagical armor or effects provide no resistances or immunities against this radiation, but magical effects reduce or prevent it as normal.

Domain Spell List

1st—wisp ally
2nd—see invisibility
3rddaylight
4th—irradiate
5thgravitonic fluctuation (as the 3rd-level version)
6thgravitonic fluctuation (as the 4th-level version)
7th—call cosmos
8th—gravitational singularity
9thmeteor swarm


The Starfarer's Companion from Rogue Genius Games
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