This subclass has received significant changes
Level 1: Burning Hands, Faerie Fire
Level 3: Luminance, Scorching Ray
Level 5: Flame Shot, Fireball
Level 7: Guardian of Faith, Wall of Fire
Level 9: Dawn, Immolation
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Whenever you deal fire damage with a Cleric spell you can choose to change the damage type to Radiant. Once each turn, when you deal Radiant damage you can add your Spellcasting modifier to the damage.
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. On a failed saving throw, a creature takes radiant damage equal to 2d10 + your cleric level and is Blinded until the end of your next turn. On a successful save, they take half as much damage and are not Blinded. A creature that has total cover from you is not affected.
Beginning at 6th level, you can interpose divine light between your allies and attacking enemies. When you or an ally is attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
Starting at 8th level, you add your Spellcasting modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.