Cleric
Base Class: Cleric

The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

(The purpose of this homebrew is to offer a thematic and balanced alternative to the Twilight Domain released in Tasha's Cauldron of Everything updated for the 2024 rules.)

Twilight Deities

Example Deity Pantheon
Boldrei Eberron
Celestian Greyhawk
Dol Arrah Eberron
Helm Forgotten Realms
Ilmater Forgotten Realms
Mishakal Dragonlance
Selûne Forgotten Realms
Yondalla Halfling

 

 

Level 3: Twilight Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Twilight Domain Spells table, you thereafter always have the listed spells prepared.

Twilight Domain Spells
Cleric Level Prepared Spells
3 Faerie Fire, Moonbeam, See Invisibility, Sleep
5 Beacon of Hope, Leomund's Tiny Hut
7 Aura of Life, Greater Invisibility
9 Greater Restoration, Mislead

 (If you have access to them, you can choose to swap Aura of Vitality for Beacon of Hope and Circle of Power for Greater Restoration.)

 

Level 3: Twilight Sanctuary

You can use your Channel Divinity to refresh your allies with soothing twilight.

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit an aura of soothing twilight filled with dim light in a 15-foot Emanation (expands to 30-ft. at Lvl. 9) originating from yourself. This effect lasts for 1 minute or until you lose concentration as if concentrating on a spell. (You may still cast a spell requiring concentration while maintaining this aura.) Whenever a creature ends its turn in the aura, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your Wisdom modifier (increases to 2d6 plus your Wisdom modifier at Lvl. 13).
  • You end one effect on it causing it to be charmed or frightened.

 

Level 3: Eyes of Night

You can see through the deepest gloom.

You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can give all willing creatures within 10 ft. of you 120 ft. of darkvision which lasts for 10 minutes. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) regaining one use on a Short Rest and all uses on a Long Rest.

 

Level 3: Vigilant Blessing

The night has taught you to be vigilant.

As an action, you give one creature you touch advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll, if you use this feature again, or at dawn. You can do this a number of times per day equal to your proficiency bonus.

 

Level 6: Steps of Night

You can draw on the mystical power of night to rise into the air.

As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. Once you use this feature, you can't do so again until you finish a Long Rest, unless you expend a spell slot of any level to use it again.

 

Level 17: Twilight Shroud

The twilight that you summon offers a protective embrace.

You and your allies have half cover and resistance to radiant, necrotic, and psychic damage while within your Twilight Sanctuary. In addition, your Twilight Sanctuary also no longer requires your concentration to maintain it.

 

Twilight Domain (2024) Image

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