Dawncaller Shamans from the Temple of Luminance are revered protectors and channels pure dawn's essence. They commune with the celestial sphere, bending light to their will and perform the Rite of the First Light each morning to renew bonds with the sun.๏ปฟ
The Dawncaller Shamans draw on dawn's energies for creation, healing, and protection. They weave light into shields to repel darkness and heal allies. In peace, they use light to rejuvenate the land and ensure balance. When provoked, they unleash solar flares to scorch foes.
The Dawncaller Shamans strive to balance day and night, light and shadow, in an ancient duty of guarding against encroaching darkness. Through centuries, they pass down sagas of battles fought at eclipse's edge and triumphant rekindlings. Becoming a Dawncaller means championing light, pushing back dark at the breaking dawn to stand as hope against the night.
At 1st level, When you hit a creature with a Solar damage spell you and allies within 10 feet of you are healed for 4 + your Shaman level, and can roll an extra 1d4 on their next attack roll, skill check, or saving throw.
The feature’s healing increases by 4 each tier.
At 3rd level, You gain the ability to channel celestial energy to heal wounds. You have a pool of d8s that you spend to fuel this healing. The number of dice in the pool equals 3 + your Shaman level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Spellcasting modifier (minimum of one die).
Roll each dice you spend, add them together + SM and restore a number of hit points equal to the total.
You regain all charges after a long rest and can regain all of your charges by expending 8 spell points.
At 6th level, (Recharge 5-6) As an action, you can shoot a beam of light dealing (3 x PM)d12 + Your Shaman Level Solar damage in a 100 by 5 foot line. Make an attack roll, each creature the attack would hit takes the damage.
At 8th level, You can cast an attack roll cantrip as a bonus action. In addition, you ignore (PM) levels of resistance to Solar, and Cosmic damage.
At 11th level, You gain 120 ft of blindsight.
Whenever you use your Radiant Remedy feature, you can choose to heal all allies within 15 feet of your target for the same amount of hit points.
At 13th level, As a reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw. The creature must reroll the attack and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw. A creature can be empowered by only one use of this spell at a time.
At 16th level, When you hit a creature with a spell or attack roll they must make a Fortitude saving throw against your Spellcasting DC. On failure, they are blinded.
At 18th level, When you heal a creature, you can remove 1 level of exhaustion from them. In addition, you can add an SM bonus to your Solar magic damage Spellcasting DC.