Cleric
Base Class: Cleric

You serve lady Night herself, gaining powers that allow you to protect and to attack, in a way. Your spell casting modifier is Intelligence. You can become a restless shadow in the middle of it all. 

Nimble

When you choose this domain at 1st level, you gain proficiency with light armor. Additionally, you do not get an exhaustion stack from missing rest for the first time each time.

Disciple of Darkness

Starting at level 1, you learn the Darkness Spell , you may cast it for free once per short rest. The darkness does not hinder your vision.Whenever you land a critical hit with a melee weapon, your target is blinded until the end of its next turn.

Channel Divinity: Dark Protection

Starting at 2nd level, you can use your Channel Divinity to protect your allies with darkness.

As an action, you present your holy symbol and evoke energy of the night that can protect a number of creatures equal to your cleric level. Choose any creatures within 30 feet of you, and protect them, this can include yourself. Protected creatures take half damage from spells and have advantage on saving throws against them. 

Priest of the dark.

Starting at 6th level, you can use your action to completely vanish in the darkness. You can do this while in magical darkness or in at least dim light.  You become invisible and cannot be targeted by non magical attacks; If you use this in dim light you are instead obscured. You can see through magical darkness up to 60ft away. While vanished, making a melee attack reveals you again. Reducing a creature to 0 HP  allows you to use this as a free action. This feature is disabled if the area around you has brighter light than dim light.

Dark Strike

At 8th level, you gain the ability to infuse your weapon strikes with dark 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 radiant damage to the target. Doubled if standing in complete darkness, halfed if standing in bright light or sunlight. When you reach 14th level, the extra damage increases to 2d8.

Children of the Night

Starting at 17 level, your magical spells allow you to choose to PROTECT creatures they target (May inlcude you). Protected creatures have advantage on saving throws against spells and only take half damage, rounded down. Additionally, they get the effects of  DARK STRIKE, where they gain bonus damage on their next melee attack.

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