Base Class: Cleric
Usually clerics are a symbol of life and light, a steadfast defender standing against the forces of darkness. Not so with you. You are a Night cleric. When most people think of you, they think you are a creepy loner who worships the darkness. Nothing could be further from the truth. Sure, you might actually be a servant of something evil that uses the night as cover for nefarious deeds. But more often than that, you are simply misunderstood. You do not serve the darkness, but rather enjoy it. You, unlike most others, are capable of seeing the beauty that can only be seen when the light of day leaves. You wander the night, protecting the wonder that lies within. And regardless of what others think of you, what really matters is who you are when all the light is gone.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in Stealth
Eyes of Night
Also starting at 1st level, you gain the ability to see when others can't. You gain 60 feet of darkvision. If you already have darkvision, the range extends by 30 feet.
Channel Divinity: Peace in Darkness
Starting at 2nd level, you can use your Channel Divinity as an action to pacify creatures around you.
Any creatures within 30 feet of you that are not in direct sunlight must make a Wisdom saving throw. On a failed save, choose one of the following effects:
- You can end any effect causing them to be charmed or frightened.
- You can make them indifferent about creatures of your choice that it is hostile toward. This indifference lasts 1 minute and ends if the target takes damage or if it witnesses any of its friends being harmed. When the indifference ends, the creature responds depending on how you treated it, unless it wants to attack you by nature.
Dark Deception
Beginning at 6th level, you learn to take advantage of people's fear of darkness. You learn the Mage Hand cantrip. In addition, once per long rest, you may cast Disguise Self, Silent Image, or Unseen Servant.
Nightmare Strike
At 8th level, you gain the ability to infuse your strikes with dream energy. Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Blood of the Night
Starting at 17th level, you embody the power of the night. When you gain this feature, choose a form: werewolf or vampire. As a bonus action on your turn, you may transform into that creature. While transformed, you get these benefits:
- Your Strength, Constitution, and Dexterity scores all get +2
- Your AC = 12 + your Dexterity modifier
- You gain max hit points equal to twice your cleric level.
- As an action, you can make two Strength melee attacks with proficiency, one bite and one claw. Both attacks do 2d8 + your Strength Modifier.
- You have advantage on Perception checks that rely on hearing and smell
- You gain resistance to slashing, piercing and bludgeoning damage from non-magical weapons
The transformation lasts 1 minute. The transformation ends if you are ever in direct sunlight, fall unconscious, or dismiss it as an action. While transformed, you cannot cast spells or speak. Your equipment melts into your form, unless you want it to stay. Note that none of your equipment changes shape or size when you transform, and may be damaged or destroyed.
Once you use this feature, you cannot use it again until you finish a long rest.
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