D&D 5E Sunburst and Sunbeam as clerical spells

cthulhu42

Explorer
In the game I'm currently running I've got a player running a dwarven tempest cleric who has asked me if I'd consider adding Sunburst and Sunbeam to the clerical spell list. His argument is, thematically it makes sense given that they are radiant damage spells which rightly belong in the clerical cannon. Also, apparently, there aren't a lot of damaging spells at higher clerical levels, so it would be nice to have some options.

I've been burned before when tinkering with the rules though, so I am hesitant to allow it. I have to believe the game designers had a reason to keep those spells off the clerical list.

Still, I can see his point. He's a cleric to a battle god (Clangeden), and those two spells do seem apt for a divine caster.

What do you think?
 

log in or register to remove this ad



Hmmmm...

After searching for about a half hout I have yet to find a specific answer to my question. I believe you when you say the question has been addressed, but I sure can't find it.

I'm not trying to re-start any old arguments. I'm just guessing that there's a reason why those spells aren't on the cleric list. I'd sure appreciate even the short answer.
 

Probably because Clerics have Turn Undead and Destroy Undead features specifically built into their class, while Druids, Sorcerers, and Wizards (aside from Necromancers) do not.
 

Personally, I don't see a problem with it. If it adds to everyone's enjoyment, why not try it? If it doesn't work out, send in a Eldritch Leech that sucks out the cleric's ability to cast those specific spells.
 

It's thematic for a light cleric, not for a dwarven tempest cleric. Storms tend to obscure sunlight. And dwarves tend to stay underground.

That said, it won't break anything.
 

Sunburst is 8th level, so it isn't going to show up for a lot of games. Nice if the cleric is trying to solo some monster, but if the party is trying to monkey pile on a fiend or undead, holy aura is probably more useful (remember sunburst is a "Each creature in that light must make a Constitution saving throw", not a "each creature that you chose").

Sunbeam comes up earlier, and I could see a good cleric liking it as an alternative to harm. It is too bad it is 6th level, or it would make a nice celestial warlock bonus spell.....
 


I probably wouldn't, because a TEMPEST cleric is all about having a storm theme going on in their magic. I wouldn't mind getting something like Chain Lightning or Storm of Vengeance, but something that resonates with sunlight feels a bit out of place. I'd totally be down for a Light cleric getting those spells, though.

Actually, I do that for pretty much all spellcasters - give everyone a blanket "if it makes sense for your caster's subclass, feel free to nab the spell" houserule.

As for the cleric lacking attack spells at higher levels... Blade Barrier, Divine Word, Earthquake, Firestorm, Harm. That's about 1/5th of all high cleric spells being damage, and about the same number as healing spells (Heal, Resurrection, Regenerate, True Resurrection, Mass Heal). There's also three summon / pet spells that work towards your damage output (conjure celestrial, planar ally, gate, create undead), and a number of buffing spells that indirectly contribute to damage.

How many damage spells do you need when you're not a blaster class in the first place? I mean, you only get 1 spell slot per tier in the first place (unless you're level 19+), and you can cast level 6 spells at higher slots for some strong power too...
 

Trending content

Remove ads

Top