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.
Level 3: Domain Spells
3rd-level Twilight Domain feature
You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.
Twilight Domain Spells
| Cleric Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Level 3: Comfort in Shadow
3rd-level Twilight Domain feature
You know the dancing lights cantrip. If you are in dim light or darkness when you cast this spell, its duration becomes 8 hours and it does not require your concentration. However, you can only have one instance of dancing lights cast at a time.
Level 3: Eyes of Night
3rd-level Twilight Domain feature
You can see through the deepest gloom. You have darkvision out to a range of 120 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 magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 10 minutes. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Level 3: Twilight Sanctuary
3rd-level Twilight Domain feature
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell). As a bonus action on your turn, you can grant each creature of your choice within the sphere (including yourself) one of these benefits, and you can choose a separate benefit for each creature:
- You grant a +1 bonus to the next saving throw the creature makes before the start of your next turn.
- You give the creature resistance to the damage of the first attack that hits it before the start of your next turn.
- You end one effect on the creature causing it to be charmed or frightened.
Level 6: Midnight Shroud
6th-level Twilight Domain feature
You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell, 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. Additionally, while you are concentrating on darkness, you can use a bonus action on your turn to move the sphere up to 30 feet.
Divine Strike
8th-level Twilight 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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
Level 17: Twilight Shroud
17th-level Twilight Domain feature
The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary or your darkness spell.
Comments