Base Class: Cleric
Night Domain Clerics are servants of darkness, shadow, secrets, the night sky, and the cold. Many view the night as something to be feared and shunned, as something full of monsters and evil. These are not the only aspects of night, it's also the realm of stars and the moon, and the vastness of space. Clerics of the night often serve as spies, carrying out espionage missions under the cover of darkness and with the magic of night to back them up. Many Clarics of the night are also stargazers, staring up at the night sky and the moon where they're gods rule over, some night domain clerics are even explorers of Wildspace.
Night Deities Night Domain Spells
Pantheon Example Deities Cleric Level Spells
Dragonlance Takhasis 1st Ice Knife, Sleep
Drow Lolth 3rd Darkness, Pass Without Trace
Dwarf Thautam 5th Fear, Vampiric Touch
Eberron The Shadow 7th Greater Invisibility, Phantasmal Killer
Egyptian Set 9th Cone of Cold, Dream
Elf Rellavar Danuvien, Sehanine Moonbow
Forgotten Realms Auril, Selun, Shar
Greek Hecate
Greyhawk Celestian, Tharizdun
Norse Thrym, Uller
One with the Darkness
When you choose this domain at 1st level, you have Blindsight out to a radius of 20 feet.
Warding Shadow
Also at 1st level, you can interpose divine darkness between yourself and an attacking enemy. When you are 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 darkness to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Shadow of Dusk
Starting at 2nd level, you can use your Channel Divinity to harness darkness, banishing light and dealing necrotic damage to your foes.
As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d10 + your cleric level on a failed saving throw, or half as much damage on a successful one. A creature that has total cover from you is not affected.
Improved Shadow
Starting at 6th level, you can also use your warding shadow feature when a creature that you can see within 30 feet of you attacks a creature other then you.
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 weapon to deal an extra 1d8 cold or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Corona of Night
Starting at 17th level, you can use your action to activate an aura of night that lasts for 1 minute or until you dismiss it using another action. You emit magical darkness in a 60 foot radius and any bright light is turned into magical dim light 30 feet beyond that. Any number of creatures of your choice can see through this magical darkness and dim light. Your enemies in the darkness have disadvantage on saving throws against any spell that deals cold or necrotic damage.
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