### Eclipse Domain
Some clergies walk the path between sun and moon, wielding the duality of blinding
light and shadowy calm. They see balance in the cycle of day and night, honoring
both the blazing wrath of the sun and the quiet blessing of midnight. They embody
the rare and awe-inspiring moment of an eclipse, when light and darkness converge,
and use that harmony to blind their foes and rejuvinate their allies.
#### Eclipse Spells
|Level|Spells|
|:----:|:-----:|
|3rd|Faerie Fire, Guiding Bolt, Continual Flame, Moonbeam|
|5th|Daylight, Melf's Minute Meteors|
|7th|Divination, Shadow of Moil|
|9th|Dawn, Wall of Light|
#### Sun's Wrath
When you join this domain at 3rd level, you can wield the power of the sun with
unchecked ferocity. When you roll fire or radiant damage, you can use your Channel
Divinity to deal maximum damage, instead of rolling.
#### Lunar Cycle
Also at 3rd level, you are blessed with the gift of the sun’s divine path. At dawn,
choose one of the following features to gain access to until the next dawn.
___
**Blinding Sunrise.** As a magic action, you can evoke a blinding sunlight. Choose
one creature within 30 feet of you. The target must succeed on a Constitution
saving throw or be blinded until the end of its next turn.
___
**Twilight's Blessing.** As a magic action, you can create the tranquility of dusk.
Choose one creature within 30 feet of you. The target regains hit points equal to
2d6 + your Wisdom modifier (minimum of one).
You can use the feature a number of times equal to your Wisdom modifier (minimum of
once). You regain all expended uses when you complete a long rest.
In addition, you learn the Starry Wisp cantrip. It is treated as a Cleric cantrip
for you, and does not impact your number of cantrips known.
#### Lunar Reflection
Starting at 6th level, your body is fortified by the twin aspects of the heavens.
You gain saving throw proficiencies depending on the light around you.
**Sunlight.** While you are within an area of bright light, you are considered
proficient in Constitution saving throws.
**Moonlight.** While you are within an area of dim light created by a spell, you
are considered proficient in Dexterity saving throws.
#### Blinding Corona
Starting at 17th level, you can use your action to create a coronal ejection of
light that lasts for 1 minute or until you dismiss it (no action required). You
emmenate dim light in a 30-foot radius. Enemies within the dim light that can see
you have disadvantage on saving throws against spells that deal fire or radiant
damage.
Once you use this feature, you cannot use it again until you complete a long rest.