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## Divine Domain At 1st level, a cleric gains the Divine Domain feature. 2nd October 2019, Wizard of The Coast released a playtest option for that feature: the Twilight Domain. This domain was unbalanced in more ways than one, and did not quite do it thematically for me. This is an attempt to revise it. Some of these changes are inspired or taken from the suggestions posted in a review by Ari Ashkenazi in December 2019, specifically the level 17 feature is designed by them. ### Twilight Domain The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selune) might grant their clerics the Twilight Domain. Clerics who server these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light. They don't believe in warding off the darkness but embrace it instead. Without darkness there's no light, and without death there's no life. ##### Twilight Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1st | Faerie Fire, Sleep | | 3rd | Darkness, Moonbeam | | 5th | Aura of Vitality, Leomund's tiny hut | | 7th | Aura of Life, Mordenkainen's Private Sanctum | | 9th | Circle of Power, Dream | #### Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor. #### Bonus Cantrips When you choose this domain at 1st level, you gain the Dancing Lights and Guidance cantrips if you don't already know them. #### Eyes of Night Starting at 1st level, your eyes are blessed, allowing
you to see through the deepest gloom. You can see
normally within 120 feet in dim light and darkness
as if it were bright light, and in magical darkness as
if it were dim light. Additionally you have advantage
to perception checks in dim light and darkness. You can share a lesser form of this blessing with
those around you. As an action, you can magically
grant a number of creatures equal to your proficiency
bonus that you can see within 30 feet a superior darkvision. They can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light, but their eyes cannot pierce through magical darkness. This benefit last for 10 minutes. When you have used the feature this way, you cannot do so again until you finish a long rest. Starting at 8th level, you regain the use of this feature after you finish a short or long rest. #### Channel Divinity: Twilight Sanctuary At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light even in brightest daylight. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) enters the sphere, you can end one effect causing it to be frightened or charmed. Beginning at 6th level, the sphere also grants friendly creatures advantage to wisdom saving throws. #### Midnight Shroud Starting at 6th level, you can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the Darkness spell using a spell slot, you can choose a number of creatures that you can see equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness as if it were dim light. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8. #### Midnight's Embrace Starting at 17th level, once per long rest ability, as an action, you may create a 60-foot radius aura of darkness around you that moves with you for one minute or until dismissed with another action. The darkness is impenetrable by any light source, and creatures within it cannot be seen by any means. Any number of creatures the cleric chooses can see through the darkness as if it were not there. These creatures also gain the benefits of the cleric’s Twilight Sanctuary feature.