Cleric
Base Class: Cleric

Clerics of the Gloaming Domain serve deities, archfey, hags, religious orders, or immortal powers associated with twilight, dreams, hospitality, hidden roads, and the exchange of kindness and cruelty. They shelter those welcomed beneath their boughs, draw out nightmares and sorrow, and visit those burdens upon any who trespass against their protection.

Level 3: Gloam Sight

At 3rd level, your eyes become accustomed to the uncertain light between day and night. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

Within that range, magical Darkness does not impede your vision.

Level 3: Favour and Malison

The Gloaming Court teaches that every blessing casts a shadow, and every curse may conceal a gift. You learn to bind two creatures within the same thread of fate, sheltering one while ensuring the other bears the cost.

At 3rd level, as a Bonus Action, you can expend one use of your Channel Divinity to place your Favour upon one willing creature you can see within 60 feet of yourself, which can be yourself, and your Malison upon another creature you can see within that range. The willing creature bears your Favour, while the other creature bears your Malison.

These marks might manifest as twinkling stars or an inky shroud, as trinkets and baubles that suddenly appear upon the creatures’ persons, or simply as the lingering sensation of being protected or watched. The marks last for 1 minute or until you have the Incapacitated condition, and produce the following effects:

  • Grace. When the creature bearing your Malison takes damage, you can take a Reaction to grant the creature bearing your Favour Temporary Hit Points equal to your Wisdom modifier.
  • Rue. When the creature bearing your Favour takes damage, you can take a Reaction to reduce that damage by an amount equal to your Wisdom modifier. The creature bearing your Malison then takes Psychic damage equal to the damage prevented.
  • Debt Comes Due. When the creature bearing your Malison drops to 0 Hit Points, you can move your Malison to another eligible creature you can see within 60 feet of yourself, requiring no action. The first time this happens during each use of Favour and Malison, the creature bearing your Favour regains Hit Points equal to 1d8 + your Cleric level.

If you activate this feature again, the existing marks end.

Level 3: Gloaming Domain Spells

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

Gloaming Domain Spells
Cleric Level Prepared Spells
3 Bane, Healing Word, Darkness, Barkskin
5 Leomund's Tiny Hut, Phantom Steed
7 Death Ward, Polymorph
9 Greater Restoration, Geas

Level 6: Cruel Kindness

Suffering cannot always be undone, but it can be drawn out, carried away, or laid at another’s feet. Your mastery of Favour and Malison deepens, allowing your spells to carry mercy and misery across the bond. 

At 6th level, while Favour and Malison is active, you can use a Bonus Action move either or both marks to other eligible creatures you can see within 60 feet of yourself. Additionally, while a creature bears your Favour, it also gains the benefits of your Gloam Sight feature. 

Whenever you cast a Cleric spell using a spell slot that affects the creature bearing your Favour or Malison, the opposite mark answers:

  • If the spell restores Hit Points to the creature bearing your Favour, the creature bearing your Malison takes Psychic damage equal to your Wisdom modifier.
  • If the spell deals damage to the creature bearing your Malison, the creature bearing your Favour regains Hit Points equal to your Wisdom modifier.

A spell can trigger this feature only once.

Level 17: Gloamfall

At the height of your power, you can draw aside the veil between worlds and allow the Gloaming Court to settle across the battlefield. Mercy and terror mingle beneath its boughs, for the Court shelters those it welcomes and visits waking nightmares upon those who trespass against them.

At 17th level, as a Bonus Action while your Favour and Malison marks are active, you can cause the  shroud of the Gloaming Court to fall upon the battlefield. Alternatively, when you expend a use of Channel Divinity to activate Favour and Malison, you can activate this feature as part of the same Bonus Action. The Gloaming manifests in a 30-foot Emanation originating from you and lasts for 1 minute or until you have the Incapacitated condition. While it lasts, your Favour and Malison marks remain active until the Gloaming ends, regardless of their normal duration. Until the Emanation ends, you gain the following benefits:

  • Kindly Dark. Allies of your choice within the Emanation gain the benefits of your Gloam Sight feature and have Advantage on saving throws to avoid or end the Charmed or Frightened condition. For all other creatures, the Emanation is Lightly Obscured.
  • Favour and Malison. At the start of each of your turns, you can move both your Favour, and Malison to eligible creatures you can see within the Emanation, requiring no action.
  • Grace and Rue. The Temporary Hit Points granted by Grace and the damage reduced by Rue equal twice your Wisdom modifier.
  • Cruel Kindness. When a Cleric spell meets the requirements of both effects of Cruel Kindness, both effects occur rather than only one. Each effect can occur only once per spell.
  • Meddlesome Mercy. Once while the Emanation lasts, when an ally of your choice within it would be reduced to 0 Hit Points but not killed outright, you can take a Reaction to cause that creature to drop to 1 Hit Point instead. It then teleports to an unoccupied space of your choice within 10 feet of yourself.

Once you use this feature, you cannot use it again until you finish a Long Rest.

Required by DnDBeyond

  • Required by DnDBeyond

Previous Versions

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8/5/2026 1:55:45 PM
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