Light Domain
The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.
Light Domain Spells
At 3rd level, you gain the following spells. They do not count against your spells prepared, and count as Cleric spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.
1st Level: Burning Hands, Faerie Fire
2nd Level: Scorching Ray, See Invisibility
3rd Level: Daylight, Fireball
4th Level: Arcane Eye, Wall of Fire
5th Level: Flame Strike, Scrying
Warding Flare
Starting at level 3, when a creature that you can see within 30 feet of you makes an attack roll, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a short or long rest.
Radiance of the Dawn
At 3rd level, you can use an action to present your holy symbol and expend a use of your Channel Divinity to emit a flash of light in a 30 foot emanation originating from yourself. Any magical darkness, such as that created by the Darkness spell, in the area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking radiant damage equal to 2d10 + your cleric level on a failed save, or half as much damage on a successful one.
Improved Warding Flare
At 6th level, if you have no uses of Warding Flare when you roll for initiative, you regain one use of it. In addition, whenever you use Warding Flare, you can give the target of the triggering attack temporary Hit Points equal to 2d6 + your Wisdom modifier.
Corona of Light
At 17th level, you can use your action to emit an aura of sunlight from yourself that lasts for 1 minute or until you dismiss it (no action required). You emit bright light in a 60 foot radius, and dim light for another 30 feet. Your enemies in the bright light have disadvantage on saving throws against your Radiance of Dawn ability and any spell that deals either fire or radiant damage.
You can use this feature a number of times equal to your Wisdom modifier, and regain all expended uses on a long rest.