Cleric
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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