Night Cleric

by Tuandor

Search GM Binder Visit User Profile

i

Night Domain

Clerics who serve in this domain 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.

The night cleric has two main themes: to embrace the darkness and to teach others not to fear it.

Night Domain Spells
Cleric Level Spells
1st Faerie Fire, Sleep
3rd Darkness, Invisibility
5th Aura of Vitality, Leomund’s Tiny Hut
7th Aura of Life, Greater Invisibility
9th Circle of Power, Dream

Bonus Proficiencies

1st-level Night Domain feature

You gain proficiency with martial weapons and heavy armor.

Eyes of Night

1st-level Night Domain feature

Your eyes are blessed, allowing you to see through the deepest gloom. You have enhanced darkvision to 60ft; you can see in dim light and in darkness as if it were bright light. You also gain advantage on Perception in dim light and darkness.

As an action, you can magically give the benefit of enhanced darkvision to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. Alternatively, you can extend the benefit the same amount of times minus the first use.

Channel Divinity: Twiight Sanctuary

2nd-level Night Domain feature

You can use your Channel Divinity to surround your allies with protecting twilight. As an action, you present your holy symbol, and a sphere of night emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The light created does not supersede the effects of the Darkness spell but does dim bright light.

The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) enters or begins its turn in the sphere, you can grant that creature one of these benefits:

  • Give it +2 to AC.
  • End one effect causing it to be charmed or frightened.

Midnight Shroud

6th-level Night Domain feature

You draw strength from your connection to night and find yourself at home within its dark embrace, gaining two benefits:

  • You have advantage on saving throws against being
  • charmed or frightened.
Credits

This is a reworking of the Twilight Domain Cleric subclass from WotC's Unearthed Arcana.

It has been reworked according to the suggestions of Ari Ashkenazi on Mythcreants.com.

Picture is Cleric Dark Half Curse_ by Goran Josic.

  • Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.

Divine Strike

8th-level Night Domain feature

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 necrotic or radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Nightborn

17th-level Night Domain feature

Once per long 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.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.