1: Domain Spells, Sun's Journey
2: Channel Divinity: Solar Chariot
6: Solis Radiance
8: Blessed Strikes
17: Golden Days
Sun's Journey
At 1st level, you are blessed with the gift of the sun's divine path. You always know how many hours until the next dawn or dust. At dawn, choose one of the following features to know until you choose another at dawn:
Rising Sun. As an action, you can create the radiance of the dawn. Choose one creature within 30 feet of you. The target must succeed on a Fortitude saving throw against your spell save DC or be blinded until the end of its next turn.
Setting Sun. As an action, you can create the tranquility of dusk. Choose one creature within 30 feet of you. The target regains hit points equal to 1d10 + half your cleric level.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to soar the skies, just as the sun looks for its long lost sister.
As an action, you can create a Large solar chariot within 10 feet of you. The chariot is pulled by two ethereal birds of fire and has a speed of 60 feet and a flying speed of 30 feet.
While mounted, you can command it to move (no action required). The chariot has an AC of 15, hit points equal to 5 times your cleric level and immunity to fire, poison, psychic and radiant damage. When it is reduced to 0 hit points, or after 10 minutes, it vanishes in a burst of bright light.
A creature can mount or dismount from the chariot by using 5 feet of movement. Up to two Medium or Small creatures can be mounted at once. While mounted, a creature is treated as having half cover, and while you are mounted, the chariot sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Starting at 6th level, your chariot's steeds emulate the prowess of the Sun itself.
When you use Solar Chariot, you can spend additional uses of your Channel Divinity. You gain more birds of fire for each additional use you spend. You also gain an additional bird of fire as long as you mount your solar chariot.
For every bird past the first two your chariot has, its AC increases by 2, its hit points increase by 20,, and the radius of its bright and dim light increases by 10 feet.
While your Solar Chariot has 3 birds, its flying speed increases to 60 feet and, while mounted, you gain resistance to fire and radiant damage.
While your Solar Chariot has 4 birds, both its speeds increase to 120 and an additional creature can mount it.
You are blessed with divine might in battle. Starting at 8th level, once per round, when you would deal damage to a creature with a weapon attack or a cleric cantrip, you may deal an additional 1d8 points of damage of a type appropriate for you domain (see Narrator). At 14th level, the additional damage with weapon attacks increases to 2d8 (cantrips still only deal an additional 1d8).
At 17th level, your presence brings with it the warmth of dawn itself.
While mounted on your Chariot, the light produced is considered sunlight.
Also, you no longer choose a Sun's Journey Ability at dawn, you can always do either. Additionally, when a creature is affected by your sun's Journey ability, it gains advantage or disadvantage (your choice) on its next saving throw in the following minute.