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.

Domain Spells

1st-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

Bonus Proficiencies

You gain proficiency with martial weapons and heavy armor.

Eyes of Night

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 1 hour. 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.

Channel Divinity: Twilight Sanctuary

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 are incapacitated or die. When the sphere appears creatures of your choice within the area gain temporary hit points equal to your Cleric level.

Whenever a creature (including you) ends its turn in the sphere, you can use your reaction to grant that creature one of these benefits:

  • The next creature who targets the warded creature with an attack or a harmful effect must first make a Wisdom saving throw versus your Spellcasting DC. On a failed save, the creature must choose a new target or lose the attack or effect. This effect doesn't protect the target creature from area effects, such as the explosion of a fireball.
  • You end one effect on it causing it to be charmed or frightened.

Vigilant Blessing

The night has taught you to be vigilant. Beginning at 6th level you can see normally in darkness, both magical or nonmagical, to a distance of 120 feet.

Additionally, as an action you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Divine Strike

At 8th level, 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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Twilight Shroud

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.

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